I am seeing this in our app as well on iOS 15.4 beta4 seen in this video. Most PGs are fine, could be related to animations it seems
See attached video
I am seeing this in our app as well on iOS 15.4 beta4 seen in this video. Most PGs are fine, could be related to animations it seems
See attached video
@Cedric, any chances you might have a look ?
At a first glance it seems like a clear issue where I can see all the calls being correct in the gl stack so I guess it could be on their end and they would get it fixed before releasing @br-matt could you create a bug on their bug tracker to be safe ?
Yep, here you go: 237006 – New bug appears in 15.4 working with BabylonJS
Well, 15.4 is out and they did not fix it. Tried my best up let them know that the last 15.4 beta before release still had the bug too -sigh-
cc @Cedric could you try in 15.4 ? I am still not on it at the moment
I’m still on 15.3.1 and no update available so far (iPhone 11).
I’ll let you know when I get the update.
does it work if you set preserveDrawingBuffer to false ?
like in this PG: https://playground.babylonjs.com/#RLBZPF#7
Still the same issue as video above in that PG with preserveDrawingBuffer: false
Ok I ll see what we can do
this one ? https://playground.babylonjs.com/#RLBZPF#11 @br-matt and @robertoranon sorry for all the ping, trying out blindly…
It’s no problem. Still the same issue however
If this helps, adding in DefaultRenderingPipeline
fixes the artifact drag issue, but does weird things to the coloring. This is from the bug I reported here ShadowGenerator causing rendering artifacts in Safari 15.4
Please try to disable “WebGL via Metal” option
That did the trick @Deltakosh !
This bug in WebKit is killing my new home page: https://www.binpar.com/en
To tell all users to disable WebGL via Metal will not be an option.
I can’t agree more
We are unfortunately hand tied. This is down below the browser and we did not find a single workaround so far
It is a problem across the board (3js, playcanvas or even Unity are on the same boat)
Disabling antialiasing seems to also work as a workaround https://playground.babylonjs.com/#RLBZPF#18