Unreal Bloom Pass Doesn't Work Without Meta on Android
See original GitHub issueSharing this for reference in case anyone else comes across this issue.
I tried using Unreal Bloom Pass for a project, and it was working fine on everything but Chrome on Android (v96). Turns out this was all because I had missed the following line in the <head>
tag:
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
Without this html element the Unreal Bloom Pass just showed up as black, and I received an error about textures. Seems slightly odd that a meta tag would result in such an error, but at least there’s a solution.
Steps to repeat:
- Copy HTML from https://threejs.org/examples/webgl_postprocessing_unreal_bloom.html
- Ensure all resources are appropriately linked
- Delete
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
line from top of HTML - View on android (notice nothing is shown)
Issue Analytics
- State:
- Created 2 years ago
- Reactions:1
- Comments:5 (1 by maintainers)
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Top GitHub Comments
It’s probably because if you don’t use
<meta>
the canvas ends up being very big.I think eventually we’ll handle the sizing internally in the render using devicePixelContentBox.
Yeah, understood. Was mostly posting for reference in case anyone else comes across this problem. Thanks for investigating though.