yes that looks similar … please set app.scene.layers.logRenderActions to true and see what it logs into the console. You can do that on PC, the results are the same. It’s likely from that you will be able to spot if some color buffer clear is missing on a camera or a layer perhaps?
That seems ok. Looking at lines where meshes are non 0 (so something gets rendered), this is the meaning:
camera “Untitled” is rendered to render target called “Untitled”. It clears color, depth and stencil buffer of that render target.
Layer Normal gets rendered to it.
camera “Camera” is rendered to render target "“Camera-posteffect-0” (this is target created by post processing). Again this clears color, depth and stencil of this target.
this renders one mesh on layer World.
then when Immediate layer is done (just before UI), a postprocessing attached to this camera runs.
so all this seems ok, I dont see any obvious problems.
We have an issue at the moment with some non-power of 2 textures on WebGl1 … I wonder if this is related. Try running this in WebGl1 mode in different browsers on PC to see if you can repro it?
I suspect it’s related to WebGl1, yes … and your tests seems to confirm that.
There’s a custom path to render depth on WebGl, as depth buffer cannot be used … so perhaps the difference is there. Maybe try and capture log with app.scene.layers.logRenderActions on WebGl1? Maybe there’s a clear missing on depth or something.
try this to clear the depth layer perhaps. Not sure as refactoring of the depth texture rendering is still ahead of me - at the moment its integration is not ideal and limited.
Maybe you can for now try and remove dependency on depth edges? That would confirm the depth access is the problem.