I’m guessing it has to do with how webgl downscales objects in relation to pixel density …
for example ,because a desktop is so much larger the pixel density is far less… where as on a mobile the density is far greater … It’s trying to render your object with way more pixels than are needed to display the object … normally things would not be “zoomed” to such a massive amount… which is essentially scaling the object in relation to the cameras clipping distance which in turn is relative to the canvas size and aspect ratio.
not sure that helps… it is something that i read about webgl for mobile… and I’m a total novice, but my feeling is this is an avenue you should look in to.
Hrmmm good idea – maybe I can check to see if the perceived model size is tiny, turn the visibility off all together. I mean, I can just limit the mobile device to a zoom level that doesn’t break, but that level is a guesstimate and may still cause issues.
Understanding and doing it right is far better. Thanks for the reply.