Closed
Description
Description of the problem
The issue is that the dpeth pass has unecessarily low precision even with RGBA packing on some mobile devices, in particular the Apple iPad Air 2.
This example, set it to use the depth RGBA output.
http://threejs.orgexamples/#webgl_materials_channels
This is what it should look like (all channels are used):
This is what it ends up looking like on the Apple iPad Air 2 device (only blur channel and I think alpha channel are used):
So basically on lowp / mediump devices, depth RGBA pass, which is used by shadows and post effects does not function properly.
Three.js version
- Dev
- r77
Browser
- All of them
- Chrome
- Firefox (Not tested)
- Internet Explorer (N/A)
- Safari
OS
- All of them
- Windows
- Linux
- Android
- IOS
Hardware Requirements (graphics card, VR Device, ...)
Apple iPad Air 2.