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Terrain detaling in WebGL


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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.

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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.

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