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eksroo, Newbie
Posted: 02 August 2014 04:46 PM Total Posts: 6
At first I found that mesh with point light render odd on my samsong Note3,shdows don’t wrap mesh smooth as expecting but hard&black; as cartoons.
So I start a test on http://mtc.baidu.com/ ,check my apk on 131 different android devices,After that I found this happen all the same on devices using cpu(Snapdragon 800)& gpu( Adreno 320/330 ),list as
(GALAXY Note 3
/HTC One
/HTC X920e
/Grand S
/Huawei B199
/vivo Xplay
/Sony L36h
/OPPO X909
/LG Nexus 5
/LG G2),
most of these device is 1920x1080 resolution,
my code is in the attachments,also with wrong rendering screenshot
hope away3D group can help me out this problem,it really hurts becasue these devices are all top ones, >_<...
File Attachments
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Fabrice Closier, Administrator
Posted: 02 August 2014 08:18 PM Total Posts: 1265
[ # 1 ]
Same results if you define the lens.far other than the default value (3000) ?
Is the problem same if the light is near of the mesh and within far-near value?
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eksroo, Newbie
Posted: 02 August 2014 11:55 PM Total Posts: 6
[ # 2 ]
Y,problem remains
latest positions are as below:
_view.camera.z = -1500;
_view.camera.y = 0;
_view.camera.lookAt(new Vector3D(0,0,1));
var len:PerspectiveLens = new PerspectiveLens(70);
len.far = 40000;
len.near = 10;
_view.camera.lens = len;
light.x = 1500;
light.z = -1500;
var sp:SphereGeometry = new SphereGeometry(200,32,32);
var spM:Mesh = new Mesh(sp,headMaterial2);
_scene.addChild(spM);
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theMightyAtom, Sr. Member
Posted: 03 August 2014 07:40 AM Total Posts: 669
[ # 3 ]
Can confirm same problem with LG G3 and Oppo Find 7.
I dropped using real lighting in mobile projects a long time ago, but it would be nice to have the option.
Cheers!
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eksroo, Newbie
Posted: 03 August 2014 08:55 AM Total Posts: 6
[ # 4 ]
I am pretty sure the devices on the list have the same problem,i did upload this apk to http://mtc.baidu.com/ .They did test them on 131 devices,and took snapshot of each device,then I found the common parameter is cpu and gpu,(Snapdragon 800)&( Adreno 320/330 ).former devices all perform well.
and actually the SubsurfaceScatteringDiffuseMethod also work wrong on these devices,they went like negative film
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eksroo, Newbie
Posted: 03 August 2014 09:01 AM Total Posts: 6
[ # 5 ]
this model and code comes from Away3d offical example
look negative on these device ,same devices as above
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Cheng Liao, Administrator
Posted: 04 August 2014 10:39 AM Total Posts: 116
[ # 6 ]
It may be due to low precision problem on mobile platforms. Do you have a swf file for convenient test?
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eksroo, Newbie
Posted: 05 August 2014 02:45 AM Total Posts: 6
[ # 7 ]
http://eksroo.com/downloads/sss_skin.zip
this is the zip of project in #5 post,the man’s head
as3 project,need “eksroo.swc” in folder “swc” and away3d
i used flash to publish apps
hope can make your test convenient
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Cheng Liao, Administrator
Posted: 05 August 2014 05:28 AM Total Posts: 116
[ # 8 ]
Thanks to your resource, I found it’s really due to precision problem on mobile platforms. Pixel shader uses high precision floating-point values on desktop, but uses medium precision floating-point values on mobile platforms. So the difference between different platforms causes this problem. I don’t know what calculation in your demo rely on high precision values. Does somebody have the idea?
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eksroo, Newbie
Posted: 05 August 2014 06:48 AM Total Posts: 6
[ # 9 ]
can u give me a eg of trace precision?
or you can package you test project as a apk,and post it to http://mtc.baidu.com/,you can test them for free on all android device
just use a textField show precision value,right?
if you have a QQ number then you can add mine 43221863,
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Cheng Liao, Administrator
Posted: 15 August 2014 04:46 AM Total Posts: 116
[ # 10 ]
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