I am trying to load a gltf model in mobiles using gltf loader but it is not loading up. Model is working in desktop browser but not in mobile browser as expected. I checked the log to see error but i couldnt able to find any pls help me on this.
Wow, now it is working like a charm in android but still facing same issue on my iphone 8(IOS). Here is the log
WARNINGTHREE.WebGLRenderer: EXT_frag_depth extension not supported.
WARNINGTHREE.WebGLRenderer: WEBGL_draw_buffers extension not supported.
WARNINGTHREE.GLTFLoader: Custom UV set 1 for texture normalMap not yet supported.
@GOWTHAM there are seven 4K textures in this model, and those consume ~50MB of GPU memory each on a mobile device. That’s quite a lot, and much more than the model needs, so as @Mugen87 suggests you will need to optimize this model.
The easiest way to do that is to unpack the textures with glTF-Pipeline, then just resize them to at most 2K each.
How do you create application for both platform. I am also trying to create an application by integrating the three.js with React Native. But I couldn’t load the gltf file. I am using expo-three for react native as the alternate of “THREE” , because expo-three only suitable for mobile version. Can you please say how do you load objects and in which technology you are creating this application.