In AR view, meshes vanish when camera is too close. #2196
Replies: 9 comments
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@FuzzyWobble If you're on Android in AR (and haven't flipped any flags in Chrome), then you're looking at SceneViewer, which is a separate app that doesn't use threejs at all. If you could give us a specific model to repro with (perhaps a Glitch?), I'll happily pass it along to that team, @tpsiaki. We will be supporting AR inside of Chrome shortly via webXR, so that should also fix this issue. |
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Oh :( I see. I can't share this exact model right now but let me try and find one that also has this bug and share a glitch link. |
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@elalish Hello. I can't find a git repo for scene-viewer or anywhere to post issues. Is it possible you can put me in touch with someone from there? I have a number of issues and strange behaviors. Thanks! |
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@FuzzyWobble Yes, we commonly take scene-viewer issues here for that reason. Feel free to continue the discussion and I'll loop in @tpsiaki from the scene-viewer team. |
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Oh thanks so much!
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bumpity bumpity |
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Hi @FuzzyWobble - The issues you describe seem to indicate that the bounds in your glTF don't match the content (bounds are specified in the "accessors" list as "min"/"max" for each accessor). This would explain why the model would disappear under certain circumstances in Scene Viewer, and require frustumculled in threejs. Are you exporting these gltfs with a particular pipeline that might not be calculating bounds correctly? |
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@FuzzyWobble As for question 2, on iOS we launch QuickLook instead of SceneViewer (which is Android), so those directions do not apply. |
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Ah nice. Got it. Thanks so much! |
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When you move your camera too close to a model in AR some parts of the model mesh may disappear. This seems to be a common issue with more complex 3D models. This is usually fixed in threejs by setting frustumCulled to false.
https://threejs.org/docs/#api/en/core/Object3D.frustumCulled
Any idea how this can be fixed for model-viewer?
Thanks!
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