-
Notifications
You must be signed in to change notification settings - Fork 13
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Enable tablet #11
Enable tablet #11
Conversation
@nicolaskruchten would you mind checking out https://codepen.io/etpinard/pen/wEOyJG on your iPad? Thanks! |
I’ll get the iPad checked soon but FYI it doesn’t work on iPhone 7 |
Maybe try https://codepen.io/etpinard/full/wEOyJG/ |
compare to https://codepen.io/etpinard/full/GXexQM/ with |
@dy things still don't work on iPad. Here's a screenshot of Chrome on the "latest generation" iPad: Let me know if you need a refresher on how to use Browserstack. |
Confirmed on a physical iPad |
Ok, now that works. Thanks guys for the feedback. That took a while to make correct API. |
Lmk if there’s a link I can test! :) |
@nicolaskruchten the same link https://codepen.io/etpinard/pen/wEOyJG should work, unless cached |
Ok so webgl works on both iPad and iPhone, nice job! But... on iPad the surface plot doesn’t show up initially... only if I drag-rotate it. It sometimes flickers on and then disappears leaving just the title and colorbar |
So to be clear, the detection bug is fixed, but likely we will get additional iPad bug reports once this is down streamed :) |
Right, I noticed the same issue on browserstack. Is it worth merging and releasing this as part of this week's |
Your call: is it worse to have a message saying "webgl not supported by your browser" even though it is, or to have a partial figure rendered? |
Hm that seems to be gl-plot3d specific issue. I may look into it. |
Ok. I'd vote for fixing this "well" once and for all. @dy can you try to look at this next? |
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
Since removing (the pen https://codepen.io/etpinard/pen/wEOyJG seems to be fixed now @nicolaskruchten) |
That’s much better on both devices!
…On Mon, Oct 8, 2018 at 14:28 Dmitry Yv. ***@***.***> wrote:
Since removing dirty flag and gl.clear() calls (forcing scene to draw
every frame) keeps on flickering, the only explanation is that
requestAnimationFrame is separate from WebGL frames in iOS in some way.
Keeping preserveDrawingBuffer: true for now is the only solution.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#11 (comment)>, or mute
the thread
<https://github.com/notifications/unsubscribe-auth/AAMbAx-j30SNZGWhDykULcMMKBJohbxvks5ui5kxgaJpZM4Wz9WI>
.
|
While I’m picking at nits though, the image initially flashes on at an odd camera angle then snaps into place. Tapping “zoom” or “pan” locks it back into that odd angle on both devices for some reason |
@nicolaskruchten that seems to be not only ipad issue, I have it on laptop too (clicking zoom/pan). |
Ok, great! I’m happy, so long as these changes don’t destabilize other platforms/OSes |
scene.js
Outdated
@@ -80,7 +80,8 @@ function createScene(options) { | |||
gl = getContext(canvas, | |||
options.glOptions || { | |||
premultipliedAlpha: true, | |||
antialias: true | |||
antialias: true, | |||
preserveDrawingBuffer: true |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Could this be preserveDrawingBuffer: isMobile
, to not deteriorate performance?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
@etpinard that does not affect performance in any way, in fact by avoiding redundant redraws it is possible to improve it. I may have a look at refactoring. Fixed.
All tests are passing. I didn't notice any differences in behaviour while testing out our gl3d mocks. Waiting on a reply for #11 (comment) by @dy, but this appears like a solid improvement 🥇 |
Thanks @dy ! Merging this in. This will be part of plotly.js |
Fixes plotly/plotly.js#280