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Hello! Thanks for sharing these Three.js examples. They're super helpful.
I was wondering if you had thoughts on the Shader-Glow example--with a c of 0 and a p of 5.0, the borders of the glow looks great on desktop Chrome/Safari/Firefox. However, on mobile Safari on iOS, the transparency doesn't seem to work (screenshots attached). Any ideas? Thank you!
Desktop Chrome:
Mobile Safari on iOS
The text was updated successfully, but these errors were encountered:
LWprogramming
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Dec 9, 2020
Described in the comment here:
This is a hack to deal with a mysterious shader issue that crops up on
mobile but not on desktop. It seems somewhat related to this:
stemkoski/stemkoski.github.com#44 except in
the opposite direction on Android, Google Chrome VR-- the glowing mesh
is far too dim to see.
You can see a demo of this by visiting
https://stemkoski.github.io/Three.js/Shader-Glow.html on desktop vs.
mobile and setting c = 0.2 and p = 1.4 in both cases.
This fix essentially creates the illumination from the _back_ of the
sphere when on mobile, which isn't as visually appealing as on desktop,
but at least it's not nothing.
Note that side is front by default so this is a change we only need to
apply for mobile.
Haven't tested this on other devices, e.g. GearVR, OculusGo, etc.
Just desktop and mobile.
Hello! Thanks for sharing these Three.js examples. They're super helpful.
I was wondering if you had thoughts on the Shader-Glow example--with a
c
of 0 and ap
of 5.0, the borders of the glow looks great on desktop Chrome/Safari/Firefox. However, on mobile Safari on iOS, the transparency doesn't seem to work (screenshots attached). Any ideas? Thank you!Desktop Chrome:
Mobile Safari on iOS
The text was updated successfully, but these errors were encountered: