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Works on iOS? #8
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@fabiodr Sorry it's not working for you. Thank you for the message and heads up. |
Indeed, GLSL can become tricky for many browser/gpu configurations, maybe a service for JS error tracking (Sentry, Rollbar...) can help to understand where it’s running or not, they have a free tier. Thanks for the attention :) Obs: just saw a very interesting technique for realtime illumination, it’s in Processing (Java) but the creator said it’s based on OpenGL ES 3.0, so it may be possible with acceptable performance in WebGL 2.0 |
@fabiodr Wow that 2d radiosity Java app is beautiful! I must admit I don't know quite how he is doing that via the rasterizer as he mentioned in his blog post. I would guess he does some kind of shadowmap depth projection, then saving the ray cast bounce info in a huge light map texture, then sampling from that on a pixel by pixel basis. I'll try to check out his source, although I don't think he has that particular project public on his github repos: Recent Source request It seems like magic though - it has given me some ideas for future scenes in my project! Thanks again, |
@q750831855 |
I also think the problem is safari doesn't support webgl2 by default. It must be enabled in preferences, at least on Mac it works like this |
Tried on iOS 11, iPad 2017, but it’s all black, maybe some minor issue in shaders?
https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
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