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Wierd behaviour of single MorphTarget.position record on large buffer geometry #23711
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Probably a driver issue. Do you mind testing if it works when using |
Tested with WebGL1Renderer really works. However:
Thank you very much |
Can you please share more information about its hardware (CPU, GPU, GPU driver version)? It was also be helpful to copy the A few similar issue regarding morph targets were reported in the past but I was not able to find a computer in my immediate surroundings that reproduces the issue.
To clarify, you just use WebGL 1 instead of WebGL 2. Most library features should still work especially if the device supports (half) float textures. |
Graphics Feature Status
Driver Bug Workarounds
Problems Detected
ANGLE Features
DAWN Info
<Discrete GPU> D3D12 backend - NVIDIA GeForce GTX 1060 3GB [Default Toggle Names] <CPU> D3D12 backend - Microsoft Basic Render Driver [Default Toggle Names] <Discrete GPU> Vulkan backend - GeForce GTX 1060 3GB [Default Toggle Names] Version Information
Log Messages
|
I am getting the same issue with this example on my Android tablet (Samsung Galaxy Tab A (2016)). |
@GaoOufan Can you please check if the following fiddles render on your device? It should look like a wavy plane without any glitches. https://jsfiddle.net/798vpbsu/2/ (width < 4096, height = 1) |
@GaoOufan Do you mind updating www.efsdk.com/ef5/test/ocean.htm such that is does not use a minified version of |
All 5 fiddles render normally when looking on them from small angles. After rotating them they all render with some issues. |
@LeviPesin What is the max texture size of your device? |
It actually looks as expected. The plane is rendered front-side only. |
I was finally able to reproduce the issue on a Windows laptop. Filed a Chromium bug here: https://bugs.chromium.org/p/chromium/issues/detail?id=1305968 |
Hi, Tested on my problematic device, none of them render animation, there is white "freezed" pool and perhaps there is similar error to what I had before too:
This is morph with texture width <4096 , bigger width all the same.
Yet haven't tested on the good device, as it is not with me now, I may try it tomorrow (China time) in the office.
Thanks a lot
Ram
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发件人: "mrdoob/three.js" ***@***.***>;
发送时间: 2022年3月14日(星期一) 下午5:53
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主题: Re: [mrdoob/three.js] Wierd behaviour of single MorphTarget.position record on large buffer geometry (Issue #23711)
@GaoOufan @LeviPesin Can you please check if the following fiddles render on your device? It should look like a wavy plane without any glitches.
https://jsfiddle.net/798vpbsu/2/ (morph texture width < 4096 )
https://jsfiddle.net/798vpbsu/3/ (morph texture width < 8192 )
https://jsfiddle.net/798vpbsu/ (morph texture width < 16384)
https://jsfiddle.net/798vpbsu/1/ (morph texture width > 16384)
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Dear Mr. Doob;
Yes, I have modified the file to load unminified version of THREE.js (v. 137), yet single file.
Thanks a lot
Ram
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发送时间: 2022年3月14日(星期一) 晚上6:14
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主题: Re: [mrdoob/three.js] Wierd behaviour of single MorphTarget.position record on large buffer geometry (Issue #23711)
@GaoOufan Do you mind updating www.efsdk.com/ef5/test/ocean.htm such that is does not use a minified version of three.js?
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Hi, testing my WebGL context is: MAX_TEXTURE_SIZE: 3379
But the texture I am using is only 128x128....
Thanks a lot
Ram
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主题: Re: [mrdoob/three.js] Wierd behaviour of single MorphTarget.position record on large buffer geometry (Issue #23711)
@LeviPesin What is the max texture size of your device?
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Note that it happens also on FF.
Thsnk a lot
Ram
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主题: Re: [mrdoob/three.js] Wierd behaviour of single MorphTarget.position record on large buffer geometry (Issue #23711)
I was finally able to reproduce the issue on a Windows laptop. Filed a Chromium bug here:
https://bugs.chromium.org/p/chromium/issues/detail?id=1305968
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** Bug description **
** Testing **
** Code **
** Live example **
www.efsdk.com/ef5/test/ocean.htm
Expected behavior
Sea waves effect
** Screenshots **
**Tested on platforms **
The text was updated successfully, but these errors were encountered: