(Right click it and enable the editing of subnodes first.): I.e. And that is performance and compatibility.Ī) Try to turn off that option in the preferences.ī) Fiddle a bit with the balls material settings. You might try this as well.īe aware though that these settings are there (and pre-selected) for a reason. Resulted in a much prettier display of the ball on the android device. I was following this video tutorial on doing an overlay when I ran into this problem. > Renderung -> Quality -> "Force Vertex Shading.mobile" I know that Blender is free and open source and mostly used for 3D rendering, but the video editing tool seems very powerful and full-featured to be missing this simple QOL thing. Then I switched off some mobile specific preferences in the project settings:Įspecially switching off: (remove checkmark) The result was slightly awkward but the ball displayed properly (a bit to bright) on android. This project contains a directional light source. I've imported that ball (as GLTF) into a little demo android project and tried it out (GLES2). In the case of this ball it looks on your screenshot like the ball has either Below is a link to an updated version which hopefully works with Blender 2.8.Īs I said, there are differences between rendering on PC and mobile platforms. You'd have to use the Better Collada Exporter. Although I doubt that this is the cause of your problem. You might also try to export the blender project to DAE/Collada. You could try to switch the project over to GLES2 and see if it makes any difference. See the following video for an example: httpsFusion 360 Wrap Sketch Addin Fusion 360. You'll manage to do screenshots and post them on the internet don't you? -) Do a screenshot (no not with a camera use the android / pc screenshot function) of the app/ball when running on windows / linux and when running on the android device. I still do not know what actually is different. Also not all Android Devices support GLES3 and those who claim to do might not always work like expected.Īnyways. (Alternative settings for "mobile") The reason is performance and compatibility. If you look into the preferences of your project you'll see that some 3D rendering will be handled differently when exporting to mobile devices.
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