ModelHandle/source/external/threeutils.js
Viktor Kovacs c7ef690933 All materials render black on some mobile devices #69
Let's detect the wrong devices, and set precision to mediump only if needed.
2021-06-05 09:01:24 +02:00

51 lines
1.4 KiB
JavaScript

OV.HasHighpDriverIssue = function ()
{
let canvas = document.createElement ('canvas');
document.body.appendChild (canvas);
let parameters = {
canvas : canvas,
antialias : true
};
let renderer = new THREE.WebGLRenderer (parameters);
renderer.setClearColor ('#ffffff', 1);
renderer.setSize (10, 10);
let scene = new THREE.Scene ();
let ambientLight = new THREE.AmbientLight (0x888888);
scene.add (ambientLight);
let light = new THREE.DirectionalLight (0x888888);
light.position.set (0.0, 0.0, 1.0);
scene.add (light);
let camera = new THREE.PerspectiveCamera (45.0, 1.0, 0.1, 1000.0);
camera.position.set (0.0, 0.0, 1.0);
camera.up.set (0.0, 1.0, 0.0);
camera.lookAt (new THREE.Vector3 (0.0, 0.0, 0.0));
scene.add (camera);
let plane = new THREE.PlaneGeometry (1.0, 1.0);
let mesh = new THREE.Mesh (plane, new THREE.MeshPhongMaterial ({
color : 0xcc0000
}));
scene.add (mesh);
renderer.render (scene, camera);
let context = renderer.getContext ();
let pixels = new Uint8Array (4);
context.readPixels(
5, 5, 1, 1,
context.RGBA,
context.UNSIGNED_BYTE,
pixels
);
document.body.removeChild (canvas);
if (pixels[0] < 50 && pixels[1] < 50 && pixels[2] < 50) {
return true;
}
return false;
};