Priyank.Jain2 Posted August 6, 2014 Share Posted August 6, 2014 We are currently exploring the potential of WebGL port of Unigine. And we have observed that LOD is not functioning properly for terrain irrespective of LOD and flatness value. And it is staying at lowest quality LOD unlike Windows. Does engine has some optimization for terrain data structure in WebGL(Like its not supported in Mobile platform)? Or is there something we are missing? Also if we don't disable collision detection of PlayerSpectator the browser hangs when it collides with terrain. Does anybody else observed this? Thanks in advance. Link to comment
silent Posted August 11, 2014 Share Posted August 11, 2014 Hi, Mobile terrain shader was used in WebGL port, so it has low quality (because of OpenGL ES limitations). WebGL port was experimental, some of the feature might be broken (like collision detection). We are strongly recommend not to use it, since it was deprecated and future support is not planned. Sorry for the inconvenience. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Priyank.Jain2 Posted August 12, 2014 Author Share Posted August 12, 2014 Thanks for updating this. Hope to see some action on WebGL port soon. Link to comment
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