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Viewing 15 posts - 31 through 45 (of 147 total)
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  • in reply to: Video not loading properly on iOS devices #31794
    Avatarweb
    Licensee

    Would it be possible to implement something like canplay or canplaythrough into the puzzle logic?

    I wondering a bit, that no one else got any issues with the video puzzles.

    in reply to: Video not loading properly on iOS devices #31779
    Avatarweb
    Licensee

    Coming back with another issue. I now also got some problems on android devices.

    Which I think is connected to the iOS issue. Sometimes I get this error in the console.log:
    [.WebGL-0xd94beb00]GL ERROR :GL_INVALID_VALUE : glCopyTextureCHROMIUM: invalid image size
    128[.WebGL-0xd94beb00]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?

    I’ve searched the web with connection to three.js and it seems that this is happening when the texture is not fully loader. So how can I ensure that the loadVideo has finished and then call the replaceTexture puzzle?

    in reply to: Video not loading properly on iOS devices #31775
    Avatarweb
    Licensee

    I will have a look.

    But I have to say that I dont think that this will change anything. The page i’m working on already has a “normal” html video and a webGL video. On android and desktop devices both videos play normally. On iOS the “normal” video is also playing normally, but the webGL doesnt play in an instant, but with a 4-8 second delay

    in reply to: Video not loading properly on iOS devices #31770
    Avatarweb
    Licensee

    Can you tell me how I can apply a own created html video tag to a webGL material?
    Just via a get element by id and then apply it to the material?

    in reply to: Video not loading properly on iOS devices #31768
    Avatarweb
    Licensee

    I’m creating/loading the videos on runtime via the loadVideo puzzle. And only after a click the video texture is applied to the object.

    And when I’m not mistaken your loadVideo puzzle is creating a video tag and putting it hidden into the v3d canvas. So I dont know which would be different if I create the video tags per hand manually an then load the video into the webgl model?

    I don’t really think that its the size of the videos on iOS. Because even with a wifi connection and we talking about 3-4mb videos. There shouldnt be a delay of lets say 4 seconds.

    Is there a way to apply assign the video material only when verge/browser is sure that it can be played?

    in reply to: Video not loading properly on iOS devices #31741
    Avatarweb
    Licensee

    This only applies to videos with sound as far as I’m aware off. When you mute the video you can play html videos just per the autoplay attribute.

    In my particular case, the video playing is “kind of” executed by a click event listener. Also the video is playing for me even without any interaction but just with a massive delay.

    But thanks for your hint.

    in reply to: Video not loading properly on iOS devices #31733
    Avatarweb
    Licensee

    Hah funny. This is your forum which is altering the code.

    See attached picture:

    Just to describe the problem a little bit more.
    I think this is a webGL ios problem with the videos. When I’m creating the material manually, I get the same issue. On iOS the material is just black and after a while its getting displayed:

    On desktop devices or android mobile, video starts right from the beginning. And everything is display as expected.

    • This reply was modified 2 months, 1 week ago by Avatarweb.
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    in reply to: Change videos on the fly #31699
    Avatarweb
    Licensee

    Could you maybe post the fixed puzzle code here?

    Then I could implement the fix prior to the new release. Would really appreciate it.

    in reply to: Change videos on the fly #31696
    Avatarweb
    Licensee

    Hey Ivan,
    can you tell me when this fixed version will be released? Would be really handy for my current project if I could replace video textures on runtime, without duplicating materials.

    Will this be a fix in the v3d.js or is it purely puzzle based issue?

    Avatarweb
    Licensee

    Okay, so there is no way to have a 100% sharp texture on mobiles without setting the screen scale globally to the native device one, correct?

    Avatarweb
    Licensee

    But does just changing the textures to a more low res version and keep the screenscale high, does affect the performance that much? I thought that the whole resolution is internal much higher, so that the pure rendering of just the geometry even without any textures, does affect the performance quite heavy.

    in reply to: Higher performance when FPS window is active #31541
    Avatarweb
    Licensee

    Sadly not, most of the apps I’m developing are confidential to the point when they are getting released.

    Do you maybe have a clue, what could be happening? Or what is different in the rendering when there is an active fps window?

    in reply to: Slow performance in Firefox #31445
    Avatarweb
    Licensee

    I looked into that a bit. It seems that texture size of the environment is having a pretty hard effect on firefox performance. I’ve also seen that everything higher than bilinear filtering for the shadows got quite a big impact. Even when there are not so much shadows.

    in reply to: help with showFPS #31432
    Avatarweb
    Licensee

    Okay, didnt know that. Thanks for the link.

    in reply to: Slow performance in Firefox #31431
    Avatarweb
    Licensee

    Okay, got it.
    So only thing we could do is to maybe adjust quality etc. for firefox that we get a decent framerate.

    Can you maybe tell if there is a specific thing, which is slows down firefox? Texture size, or shader complexity, polycount?

Viewing 15 posts - 31 through 45 (of 147 total)