Unfortunately Apple does what they want and I have no idea about their timeline The only good part is that they are working on implementing WebGL2 which I hope would solve a lot of trouble here.
There is a way to turn on the console in iOS on Chrome. Do not remember how, think it was a special url. Look it up.
Seeing the console will give you a way to see feedback / make you own feedback via console logging. Using BJS 3.2, seems like a big mistake for some of those problems. Do not know when skeletons starting using textures to report the world matrices of bones to vertex shaders, but could be after 3.2.
iOS allows only have the minimum # of uniforms from the WebGL spec. This makes the theoretical maximum of bones 32, but in actual fact much less, since other things need uniforms. If cpu skinning due to a gpu compile fallback, can cause things to be off. Adding lights might also affect uniforms.
If you want to do it once, you should do it on the least powered device to which you wish to show on. That would be iOS, due to it being WebGL 1 & very stingy with the uniforms.
The stuff you list as issues, are have no meaning to anyone but you. You have not shown any console logs, so I assume that you do not even know if exceptions or BJS shader fallback messages are even being logged.
That is what I’m looking for. Thanks that answers the question.
And I GET everything mentioned.
I am not looking for FIX but STATUS and KNOWN ISSUES.
WebGL2 insight also helps. We will watch for it and WebGPU.
NetCinematics will look to RETURN to BABYLON after APPLE WebGL2/WebGPU/PWA (it seems) - if we are still in business.
QUOTE: hacker news 5 months ago
“iOS 13 seems to support WebGL2 pretty well. The rendered model looks really good. You have to enable WebGL2 in the Safari settings under Advanced → Experimental features”.
Forced to leave now. Because product fails to reach marketplace (again).
I’m off to OCULUS QUEST QUILL (#quillustration), to VR Paint.
It has the SPEED of ANIMATION-WORKFLOW we need. We will make .mp3 movies instead for YouTube.
I hope to import to babylon runtime (or something), for GAME and BOOK modes. Then add Stripe.
Current PROOF OF CONCEPT - does not fit business requirements (on delivery).
So NetCinematics must pivot.
Any other INSIGHT, UPDATE, or ROADMAP on APPLE problems?
Where did you read that they are working on WebGL2? From what I read there have been no updates on Safari in years (source: caniuse).
Just to relate what I experienced lately, Safari on both MacOS and iOS tends to run Babylon much slower than Chrome or Firefox in the same device, and that’s when you don’t use something that breaks the entire browser (e.g., postprocess creating non power of two textures, which breaks mipmapping and somehow freezes the browser). Any code that is not trivial seems to have a big performance hit, and I couldn’t find much about their WebGL implementation to understand the limitations.
I imagine that Babylon native calls Metal directly and should be much better, is that right?
I am almost positive that BabylonNative only runs on desktops right now, Windows / OSX. Pretty sure they are just shimming directly up to openGL, as well.
I saw a post by Ken Russell, Google / Khronos honcho, that WebGL2 was being worked on for webkit a long time ago, so it could be in experimental enabled by now.
Apple discontinued support for OpenGL and ES, in favor of Metal. AFAIK there are no plans to have WebGL2 on Safari, and I’m guessing that webkit would need to be have a Metal backend to run WebGL2 in Safari. I couldn’t find any information about WebGL2 that’s more recent than 2 or 3 years ago, though.
APPLE - Settings … “ADVANCED FEATURES” … “WebGL2” … on
FIXES THE TWO MAIN PROBLEMS (above), on APPLE DEVICES.
In other words, I can CONFIRM WebGL2 turned on under “Advanced Features”… FIXES what we are thinking of as a UNIFORM problem and an attachToBone() implementation.
And in @Evgeni_Popov’s excellent link… WebGL2 is clearly on the list.
This is a great relief for us.
THE HACKER NEWS LINK ABOVE… appears to be correct.
(we also tested WebGPU - but dont know what to look for).