Thank you for sharing this useful material @Leonidas, Iāve been playing around with your project here https://playcanvas.com/project/734054 but canāt get it to work on iOS devices (terrain shows completely black, see screenshot below), do you know what may be happening by any chance?
Ah yes, I think I had the same issue once on iOS, it came down to the textures used by the materials I think. Some of the included textures were compressed to png by unity dtx5 textures I think, and iOS on WebGL1 complains. Try using a different set of textures and see if it makes a difference.
Thanks @Leonidas, and it does definitely look like something like that is happening, but shouldnāt it be handled by PlayCanvas sending the right texture format for the device? (what is described here)
Iāve selected PVR and clicked on ācompressā so I understand PC generates that compressed format for the texture as well so that if an iOS device is rendering the app, then itāll use those textures, but it doesnāt work and it renders the same black terrain. Iām missing something here most probably, so Iād appreciate if you can point me to the right direction. Thanks!
I think in this specific case the issue is with the original diffuse textures, not the compressed ones. Itās not a Playcanvas bug most likely, but how those texture color channels are used (rgb and alpha). I will see if I can reproduce this again.
Try to use a different set of textures and see if the bug is resolved on iOS.
@bayo I can confirm the bug, it seems when using a splatmap with four channels (RGBA / png) it breaks on iOS. I will see if I can fix this on my shaders, in the meantime consider using three terrain channels with a simple RGB splatmap.
@Leonidas thanks, Iāll create my own 3-channel textures and try it out but Iām new to this so itāll take some time for me. I was just wondering if this is related with iOS not having proper WebGL2 support or it can be fixed by adjusting the shaders?
Iām not able to make it work, Iāve just created a new base material for the terrain from 3-channel JPG and it leads to the same result, works well on Desktop (Chrome) but not on iOS/iPadOS. (see project here: https://playcanvas.com/project/751453/overview/uranus-tiled-terrain)
Iād appreciate if you can provide an example to fix this issue @Leonidas! Thanks
Thank you @Leonidas, that did the trick. Also Iām not sure wether if this is a bug in the code or is just happening on my editor but I also had to change this line in uranus-terrain-splatmaps.js:
Thatās interesting, this.textureChannel3 is an editor attribute, I was pretty certain that is set to undefined if not used. Thanks for catching this, I will definitely take a look.
I hope everything is well with you. We are looking at making a bigger than usual project with playcanvas but would like to use advanced features included in the deprecated Uranustools. Is there a replacement coming soon (UranusTools) or equivalent tools planned that would be included in playcanvas?
If you are looking at terrain generation specifically, then sadly there isnāt any new product planned from Solar Games. The interest was quite small for terrain extensions.