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MeshStandardMaterial & MeshPhysicalMaterial Lighting problem on Adreno GPU #15244
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@looeee |
What happens if you set the precision property of the material to a lower value like so: material.precision = 'mediump'; |
@Mugen87 |
This might be a precision problem of the PBR materials in Related: #14570 |
@Mugen87 For high precision:iOS is correct For medium precision:iOS is incorrect. |
We had multiple issues with Adreno GPUs in the past where the floating point precision was always the source of the problem e.g. #14137 |
But, MeshPhongMaterial is correct on all device.Does it use different precision? |
No. But |
@Mugen87 |
Certain devices do not support
Maybe upgrading your phone^^? But seriously, as long as the |
I found this code when I was looking at adreno_opengl_es_developer_guide.pdf.
Can modifications like this work? |
This might be a part of the solution. But the actual challenge is to adjust stuff like lighting calculations so they still work with lower precision. |
Is it okay for you when I mark this issue as a duplicate and close it? The actual precision problem is already tracked here: #14570 |
@Mugen87 According to the developer's code, I modified the relevant code of three.js
and
And then add code:
|
Thanks for sharing your solution. It might be valuable when #14570 moves on. |
Description of the problem
MeshStandardMaterial & MeshPhysicalMaterial Lighting problem on Adreno GPU.
Not Adreno GPU
Adreno GPU
live example:
Three.js version
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)
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