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Problem/Question 1: Texture Resolution Reduction on IOS AR
High-resolution textures (e.g., 4K) are automatically reduced to 1K. This is related to the maxTextureSize parameter in the three.js parseAsync options, which defaults to 1K. I want to keep them at 4k or at least 2k.
Question: Can this parameter (maxTextureSize) be set from the model-viewer side, or would a custom exporter be required to handle higher texture sizes?
Question 2: Model Rendering Differences Between iOS 17.x and iOS 18.x
The same model appears differently when viewed in AR Quick Look on iOS 17.x vs. iOS 18.x.
Problem/Question 1: Texture Resolution Reduction on IOS AR
High-resolution textures (e.g., 4K) are automatically reduced to 1K. This is related to the maxTextureSize parameter in the three.js parseAsync options, which defaults to 1K. I want to keep them at 4k or at least 2k.
Question: Can this parameter (maxTextureSize) be set from the model-viewer side, or would a custom exporter be required to handle higher texture sizes?
Example model:
https://cdn.holostep.io/1/034944a5-3d70-4ee0-b93a-14d85ef66092-model.glb
Custom USDZExporter solution:
Hosted workaround version
My workaround code:
Question 2: Model Rendering Differences Between iOS 17.x and iOS 18.x
The same model appears differently when viewed in AR Quick Look on iOS 17.x vs. iOS 18.x.
Question: Is there any guidance on how to address or debug the rendering differences between these iOS versions?
Example usdz:
https://cdn.holostep.io/1/2k-threejs-exported.usdz
Footages (Same usdz file on different IOS versions):
IOS 17.x:
IOS 18.x:
Model viewer version: 4.0.0
Three.js version: 0.170.0
IOS version:
IOS 17.x
IOS 18.x
AR
WebXR
SceneViewer
QuickLook
Thank you for the help!
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