2022-03-12 at 6:59 pm #50208
When texture compression is used (new feature of Verge3D 4.0 pre1) with a scene that uses AR, it makes it so you can’t launch augmented-reality. I’ve tested on an iPad and iPhone. I’ve tested my scenes as well as the augmented-reality demo.
Also, neither of the two compression types work with an AR scene.
Is this a known issue or is there some workaround so that I can use texture compression with augmented reality like normal?
Vern2022-03-14 at 4:31 am #502292022-03-14 at 5:43 am #50232Alexander KovelenovStaff2022-03-14 at 4:43 pm #50251
Thank you guys for the replies!
Ok I understand.
This pre1 build is working pretty good overall and I’m really using the new line render feature and the full 360 degree vertical camera feature that I requested so I should be ok to continue using this build til the next one comes out.
Note: The ‘open webpage’ puzzle doesn’t always work on the pre1 build, just so you guys know about it.
Thanks again! You guys are awesome!
Vern2022-03-24 at 3:37 pm #50596
I just updated to 4.0 pre3 build and the new texture compression still disables all AR functionality. If I turn off texture compression, my scenes launch in augmented-reality with no problem as expected.
I was really hoping the new builds would fix this.
Will this be fixed soon do you think?
Vern2022-03-24 at 5:03 pm #50598Alexander KovelenovStaff2022-03-25 at 1:14 pm #50645
I tested it on my iPhone XS Max and my
iPad Pro (12.9-inch) (3rd generation). It’s the same problem on both.
Do you think it’s iPhone/iPad related or all mobile devices?2022-04-06 at 4:38 pm #50857
Any updates on this issue getting fixed or why it isn’t working?2022-04-07 at 7:13 am #508632022-04-07 at 7:37 am #50869
Yes, the exact same issue happens on the Augmented Reality demo. I did make sure to update, and re-export the model, etc as well.
I’m running iPadOS 15.2.1 on my iPad and iOS 15.3.1 on my iPhone.2022-04-08 at 4:39 am #50911
Is this a device specific issue? Also is there some workaround or fix for the time being?2022-04-08 at 9:34 am #50922
the problem is that WebXR is still unsupported by iOS Safari. Therefore AR content is rendered via built-in USDZ viewer and not via WebGL. Hence compressed textures cannot be used as this is part of WebGL.
As a workaround, you can create a separate asset to load on iOS, or just disable texture compression.2022-04-11 at 5:57 am #50984
Ok, thank you very much Yuri! This gives me a good starting point on how I can work around it. Very much appreciated for your help as always!
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