Limitations of Safari using webgl with Three.js - ios

I am testing an app and I can see it perfectly in my Ipad but not in my Iphone even if I donwnloaded already the last version of IOS.
Ipad:
Iphone:
I am using a fresnel material. Is there a problem with safari and a fresnel material, or just with safari and webgl?
Maybe it happens because I have an Iphone 5c? Because I downloaded the chrome app for the Iphone and it has the same problem.
Is there something that I can do to solve this problem?

The problem was the size of the images that I am using as textures. I made them smaller and now it works correctly.

Related

Does iOS11 handle viewport different?

On my iPad Mini I can only install up to iOS 9.3, the website looks fine there and on any other device. But colleagues with a new iPad and iOS 11.0.3 have the website only filling about 60% of the screen (both portrait and landscape mode).
see iPod photo a colleague sent me
I made the website for 100% screen width on all devices and never had a problem, worked fine the last 2 years. I would say the website code is sober, the problem comes from iOS. But since I can only check iOS 9.3 or iOS 11, I do not exactly know at which version of iOS the error exactly started.
I can not find any information whatsoever about where this may come from or other people mentioning such a problem. Does iOS11 handle viewport different?

iOS 9.3 can not get thumbnail from photo library using iPhone App running on iPad

We have had an iPhone App that's configured to run only as an iPhone App.
One aspect of this App has been able to access the photo library without an issue whatsoever. That is until iOS9.3, where the iPad simulator, from iPad4 and up, will not display photo thumbs at all. It simply shows nothing other than a blank square where the thumb ought to be displayed.
Now, the iPhone simulator works totally fine. Images thumbs are read into and by the ALAssetsLibary.
I've learned that the ALAssettsLibrary is no longer supported on iOS9. Certainly the Apple Class Reference for this object has a redline through all of the methods: https://developer.apple.com/library/ios/documentation/AssetsLibrary/Reference/ALAssetsLibrary_Class/
**But if thats the case, why is is that it still functions on an iPhone device, that's 5, 5S, 5C, 6, 6S, 6S Plus?
And why will it not work on an iPad?
Has anyone got a workaround?**
I can see that this issue comes about if the App is configured an iPhone-only-app that's being run on an iPad?
I found this link on the Apple dev forum site:
https://forums.developer.apple.com/thread/43400, where folk are having the same issue as me? People are reporting this as a bug?
I tried downloading this, too, (link below), as perhaps a means of slotting this in to fix my issues:
https://github.com/guillermomuntaner/GMImagePicker
And it behaves in EXACTLY the same way I'm describing is happening in my App.
Has anyone seen this before?
Editing now as this link to SO is an individual having exactly the same issue and no answers yet?
Unable to see images in Camera roll in iPad Simulator when run at iPhone resolution
Ok - for anyone that has read the above, I can tell you now that iOS10 has fixed this silly issue.

iOS Simulator Rendering issue for PDF Reader Core for iOS

I have searched around on here, but couldn't find anything to answer my question. I have developed a custom app for the iPad; it involves using a set of PDf documents that change pages based on a 1 second time frame. To achieve this is have used the 'PDF Reader Core for iOS' external library. Please find the link here: https://github.com/vfr/Reader
The app works perfectly fine on the actual iPad, however I also wish to run the app on Mac Mini Machines, so the obvious thought I had was to boot the project in the iOS Simulator on the machines (saves me recoding it for OSX.). Now, here is my issue. The app works pretty smoothly in the simulator, the only issue I have is that there is a slight render lag between the page change on the Simulator. It isn't at full resolution, and appears blur whilst it renders, however the time frame to change is so quick that the simulator doesn't have enough time to render to full resolution. I have also emailed the developer of the library and he provided some suggestions however, these didn't seem to fix the issue.
I am aware that this could be to do with the actual PDF Reader itself, however I wanted to ask if anyone had any suggestions if this could be fixed in regards to the iOS Simulator? Any way to speed up the simulator?
I am using OSX Yosemite, Xcode 6.4 and Objective-C.
It seems at this moment i may have to recode for OSX. Any suggestions would be highly appreciated.
Thanks

Single page app with high number of images working extremely slow on iOS8 safari/Webview

We are working on a WebView (not WKWebView, yet) app, are are observing that the app runs extremely slow on iOS 8. The same app runs smooth on lower versions of OS like iOS7 and iOS6. So we tried it in safari on iOS8 and the performance is similar to iOS6 and 7.
The app is filled with images and many are high resolution. While trying to trace the issue (trial and error!) we reduced the sizes and resolutions of the images and the performance improved, but it is still not at par with versions 6 and 7.
We are unable to find any such issues reported elsewhere and are stuck. It would be great if we could get some pointers on this one.
Update: We tested again and it seems the app is almost as slow in safari as in the WebView on iOS8, while way fast (in comparison) on iOS7 and 6 (on both WebView and safari).
Can you provide more information about the devices you are using?
I can tell you what it is happening to us. We do HTML5 Games and since we updated our IPAD2, IPAD4, IPHONE4S to IOS8, we experiment a slow performance in the devices, specially the IPAD2.
I started to disable all the animation but the performance was still really bad. The image were still loaded in memory.
So finally we conclude that the IOS8 use more ram so the Safari can allocate less memory. We are going to improve it downloading the resolution of the images and scaling them to have the same size for the slowest device.
One advice, if the devices has a screen of 1024*700 like and IPAD2, images over the screen size use more memory than expected so avoid using image bigger than the screen size.
Regards,
My answer is another related question. In case it helps identify the issue.
I'm apparently not allowed to post a commment on the original question.
My multiple image htm page loads OK speed wise (20 or so small images). But they are not placed in the right locations. It is as if they have been shuffled.
Works fine on Mac Safari, worked fine on iOS7 Safari. Broken iOS8 Safari.
http://www.dependencysoftware.com/MobileProductList.htm
If you look carefully you will notice that the images do not match the descriptions, but on a Mac they work correctly. (also work on IE, Chrome, etc...)
It seems to get worse the further down you scroll.

Black Borders in Adobe Air IOS

My application on IOS created with Adobe Air is displaying random black bars on the top and bottom of the screen using an iPhone 5 and all other 4-inch devices.
I have exported the same app on Android, Desktop and HTML and the aspect ratio is rendered correctly. I've also tried changing the stage dimensions to match the iPhone's screen resolution to no avail.
I have enabled high resolution in Adobe Flash CS5 and also targeted the iPhone exclusively. My render method is direct, and yet nothing seems to make the borders disappear. This is what it looks like:
I also tried creating a blank Adobe Air project, and the bars still come up regardless.
I have used Adobe Air SDK 3.2, 3.4, and the latest SDK and nothing works. What is happening?
You need to use the proper launch image for the device you're on. See here and here:
iOS lauch image specs

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