Comments (5)
Could you please specify where in the code you did these changes?
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I've replaced Uint32Array with Uint16Array in two places where geometry index buffers are created:
https://github.com/jnsmalm/pixi3d/blob/develop/src/mesh/mesh-shader.ts#L33
https://github.com/jnsmalm/pixi3d/blob/develop/src/shadow/shadow-shader.ts#L23
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And for shaders, where ever I found "gl_FragColor". There were 5 of them in js file so I guess its these:
https://github.com/jnsmalm/pixi3d/search?q=highp
Game was crashing on this one specifically, its probably the first one to be used:
https://github.com/jnsmalm/pixi3d/blob/76338386dba9a153009cd7a262df1a0e113a86f6/src/shadow/shader/gaussian-blur.frag
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I may have fixed the issues with Uint32Array and "highp". Please get latest from develop branch, build it, and let me know if it works better for you.
Something to have in mind though: If the model contains very many triangles (with indices) you will still get some error from PIXI if the device doesn't support uint32 (can't do anything about that - in that case the user of PIXI3D have to use simpler models). About highp/mediump, if the device doesn't support highp it may not render correctly (depending on the setup of the material and lighting).
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Tested on two devices with a problem - Samsung J2 and Infinix Hot 5 Lite, works fine on both.
I'm aware of those limitations. We're using super low-poly models and very basic lighting - single directional light. This works for us, everything is rendered correctly.
Thanks!
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Related Issues (20)
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