aframe 0.9 - White "gap" in mobile vr mode - aframe

Since we upgraded from aframe 0.8 to 0.9 we have a weird rendering behaviour when we enter vr mode on mobile device (i.e Samsung Galaxy S8)
You can see this white space in the middle on both eyes which is simply "not rendered" I guess. The hall is a .obj model with a .mtl provided (yes, I know glTF would be better but unfortunately it is not in our hands).
We tested on all mobile browsers with the same result. On Desktop Version everything works fine. Can someone verify / explain this?

It's quite embarrassing, but we found the solution.
Our external model designer designed every floor tile as a single object... Now we use a floor where all the tiles are one single object and that seems to work well.

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Qt: Font is getting bigger for floating forms and undocked windows on 4K monitor

I am working on a existing Qt application and trying to support it on 4K monitor. For scaling the app, I am using "QT_SCREEN_SCALE_FACTOR" and scaling fonts based on logical DPI of screen. Everything is fine till this. Fonts for ribbon, docked windows are ok after scaling. But the font is getting too bigger for floating forms (pop up dialogs) and the docked widgets after undocking (the moment window is undocked, font is becoming bigger). I don't understand why this is happening. Is windows taking control over floating forms and making font bigger? Or am I missing something?
I am not using "Qt::AA_EnableHighDpiScaling" or "QT_SCALE_FACTOR" because I did not find these useful for me.
Has anyone faced this kind of problem?
Please let me know if someone knows about this.
After trying this and that, I found a solution to this problem.
I added'QGuiApplication::setAttribute(Qt::AA_DisableHighDpiScaling);' before creating QApp. And then I just needed to change the font size.

BabylonJs bones demo not working correctly on iPad and iPhone

I've selected babylon js to integrate a 3D human model to one of my mobile application developments. I'm using Ionic framework to write hybrid applications for iPad and android tablets. But when I integrated the 3D model in iPad, the animation was not working as expected.
In order to find the issue, I tested the Bones example in babylon js example list on browser and experienced that even that example doesn't work on the safari browser of the iPad and iPhone.
Here are some visual outputs of what I tested.
Example on Mac, Chrome : Successfully working
Example on iPad, Safari : Issues in human 3D model
Example on iPad, Chome : Issues in human 3D model
Example on Android, Chrome : Successfully working
In summary, the 3D human model has few issues in iPad. I've experienced same issues in iPhone too.
Can someone help me to understand what would be the problem and any fixes if this is an already known problem?
Thanks.
Hello this is because the number of uniform we can send to iOS WebGL implementation is pretty limited.
You can set mesh.computeBonesUsingShaders = false on iOS to fix the issue

Why does twitter bootstrap "hiccup" on Google Chrome when resizing?

I was playing with adaptative CSS by changing my Google Chrome window size when I noticed that the Twitter Bootstrap page seems to "make google chrome fail" on certain occasions.
Steps to reproduce (from a desktop computer):
Start with a blank Google Chrome tab, full screen
Visit http://twitter.github.com/bootstrap/
Gradually make the window narrower, letting go the mouse every 100 pixels or so.
Keep going until you get the "totally mobile version", at around 400px (The blue "View project on github" button is on top of the white "Download Bootstrap" button, and they are both full-width).
Now make the window thick again, letting the mouse go after every 20 pixels or so.
Chances are that you will get weird behaviour while doing steps 4 or 5 - Chrome gets confused about the sizes, or forgets to draw a vertical region of the page (which is rendered white). I've also managed to get a "phantom side pane" in some rare occasions.
I've tried in two different computers, and I still get the same issues (both using Ubuntu 12)
The thing is, other responsive sites don't have this issue. See for example http://css-tricks.com/ . You can change its size all you want, and Chrome never has any trouble rendering the multiple layouts it has (in fact, it has more layouts than twitter bootstrap).
So I can only conclude that this problem is twitter-bootstrap-specific. Probably related with the way the CSS rules or HTML content is written, or maybe related with the way files are structured.
I'm using twitter bootstrap as a base for one of my sites, and I'd like to solve this issue. Does anyone have any ideas on how to proceed?
If you believe this is bootstrap-specific this should be posted to the Twitter Bootstrap Github Pages instead of SO. However, I've been participating in an issue ticket reg. this which was closed after we pointed out that we're unable to reproduce the error on both Chrome / OS X and Chrome / Win 7 with the same browser build as the OP. This suggest that this is a platform specific chrome-error rather than a problem with the Bootstrap toolkit. With that said, I'd raise a ticket with the chrome team including your build # and OS/Platform setup.
Link to the Github Issue

Mobile hybrid app image embedding, png vs. inlined-base64 vs. font-face?

I'm looking for some feedback on this issue, i'm using Sencha Touch 2.0 to build hybrid apps packaged via PhoneGap/Cordova.
I would love to use a font to embed symbols (& get rid of resolutions issues auto-magically). I just love http://fortawesome.github.com/Font-Awesome/ for desktop & i'm wondering if it can fit in mobile apps as well.
However, I'm also trying to get the best possible perf.
Idea is to be able to use theses symbols on huge lists (>500 items). And i'm totally clueless on how theses methods (png vs. inlined-base64 vs. font) would compare.
Looks like Sencha team is using inlined-base64 over static pngs.
FontAwesome
I'm working on a project where we used to use FontAwesome and everything was working fine on iOS. But we had a big problem, it didn't work on Android and we didn't figure out how to solve this issue. So if you don't consider making your app for Android phones or if it happens to work fine for you, then I would suggest to go for it. With a webfont, like you said, you don't have to care about screen resolutions, you can change the colors and the size of the icons easily which I found quite convenient.
PNG
I guess the only problem with PNGs would be the number of HTTP request you make to get them. So the only advice I can give you is to use sprites. You could use something like Glyphicons which gives you icons pretty much like FontAwesome.
Inline Base64
The only problem with this solution is that images URIs must not be larger than 32k (according to When to consider base64 (DATA: URI) images?). It's apparently not supported by IE6/7 which I think is not an issue because Sencha only support webkit browser.
So, from my experience, go for FontAwesome if possible, otherwise sprites should always be the way to go for static images.
Hope it helped

Can I get consistent CSS colors across browsers?

I'm testing a new site, and I have a div with
background-color: #bbf6bb;
That seems innocuous enough to me. And yet, on my MacBook Pro, the color looks very different in Firefox 3.6 vs. Safari 4. In Safari, it's the color I'd expect from the hex value: a pale green. In Firefox, there's a definite bluish tint, making the color turquoise.
I'm aware of color inconsistencies that result from different treatment of images across browsers, but in pure CSS? Really? I'm guessing that Firefox trying to correct for my display in hopes of delivering better consistency with print, but I'd much rather have my site look the same hue to my users regardless of their choice of browser. Any ideas? Can someone confirm that Firefox is the culprit here?
[Update: This seems to have been a fluke. Specifically, it's a narrow issue with Firefox—see my answer below. I'm puzzled, but relieved.]
but I'd much rather have my site look the same hue to my users regardless of their choice of browser.
That's just the thing - without colour correction, it won't look the same to different users, because not every monitor has the exact same colour response.
I've isolated the issue! It's definitely a Firefox 3.6 bug (running on Mac OS 10.6). Seems to have something to do with having a large number of tabs open. If I create a new tab and go to the page, I get the slightly off colors (blue-green instead of just green). If I create a new window and go to the same page, the colors are accurate. And yes, this still occurs if I refresh both instances.
[Edit: Screenshot got misplaced, but I stand by this answer.]
color managent color profiles not only changes the images (that can save those) but also the rgb colors.
This has nothing to do with the browser, more with the user's monitor's colour correction. Every monitor has slight differences in how they show colours; additionally, the background lighting around the monitor plays a role, as well (warm daylight vs. usually colder inside lights etc. etc).
Sadly, there's nothing really you can do. You could embed a colour profile into your graphics, which is how design professionals do it when sending data to print, but that will provide halfway decent results only for the minuscule number of (graphic designers') monitors that has undergone colour calibration and is properly set up - and I think IE won't parse colour profiles at all.

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