Open eugenpirogoff opened 10 years ago
Yeah, I've heard reports of that several times. I still don't really get it. My only guess is that the canvas2D implementation doesn't use the same color range/palette as on the other phones. The height is derived from a height map encoded in RGB that is read through canvas2D's imagedata.
Sadly I don't have a Keon at home home so I can't really debug it. If you can find a fix or a workaround, I'd be happy to merge a patch.
Here is the log from Keon (FxOS v1.2), maybe there is something interesting in it (firefox 26.0 showed no errors tho):
17:13:38.902 "THREE.WebGLRenderer" "50dev" Three.dev.js:342
17:13:39.280 "LOADED undefined : undefined ( 0 / 25 )." index.html:294
17:13:39.524 "LOADED geometries : bonus.base ( 1 / 25 )." index.html:294
17:13:39.539 "LOADED geometries : booster ( 2 / 25 )." index.html:294
17:13:39.815 "LOADED geometries : ship.feisar ( 3 / 25 )." index.html:294
17:13:39.886 "LOADED geometries : track.cityscape.scrapers1 ( 4 / 25 )." index.html:294
17:13:40.224 "LOADED geometries : track.cityscape ( 5 / 25 )." index.html:294
17:13:40.232 "LOADED geometries : track.cityscape.scrapers2 ( 6 / 25 )." index.html:294
17:13:40.365 "LOADED geometries : track.cityscape.start ( 7 / 25 )." index.html:294
17:13:40.371 "LOADED geometries : track.cityscape.start.banner ( 8 / 25 )." index.html:294
17:13:40.386 "LOADED geometries : track.cityscape.bonus.speed ( 9 / 25 )." index.html:294
17:13:40.407 "LOADED textures : hex ( 10 / 25 )." index.html:294
17:13:40.408 "LOADED textures : ship.feisar.diffuse ( 11 / 25 )." index.html:294
17:13:40.409 "LOADED textures : booster.diffuse ( 12 / 25 )." index.html:294
17:13:40.411 "LOADED textures : booster.sprite ( 13 / 25 )." index.html:294
17:13:40.412 "LOADED textures : track.cityscape.diffuse ( 14 / 25 )." index.html:294
17:13:40.413 "LOADED textures : track.cityscape.scrapers1.diffuse ( 15 / 25 )." index.html:294
17:13:40.415 "LOADED textures : track.cityscape.scrapers2.diffuse ( 16 / 25 )." index.html:294
17:13:40.417 "LOADED textures : track.cityscape.start.diffuse ( 17 / 25 )." index.html:294
17:13:40.418 "LOADED textures : track.cityscape.start.banner ( 18 / 25 )." index.html:294
17:13:40.420 "LOADED textures : bonus.base.diffuse ( 19 / 25 )." index.html:294
17:13:40.421 "LOADED texturesCube : skybox.dawnclouds ( 20 / 25 )." index.html:294
17:13:41.757 "LOADED analysers : track.cityscape.collision ( 21 / 25 )." index.html:294
17:13:43.093 "LOADED analysers : track.cityscape.height ( 22 / 25 )." index.html:294
17:13:43.095 "LOADED images : hud.bg ( 23 / 25 )." index.html:294
17:13:43.096 "LOADED images : hud.speed ( 24 / 25 )." index.html:294
17:13:43.098 "LOADED images : hud.shield ( 25 / 25 )." index.html:294
17:13:43.098 "ALL LOADED." index.html:284
17:13:44.709 "calbrate" 0 OrientationController.js:65
17:13:45.667 1 ShipControls.js:144
17:13:59.866 0 ShipControls.js:144
17:14:04.027 1 ShipControls.js:144
17:14:04.946 0 ShipControls.js:144
17:14:05.345 1 ShipControls.js:144
17:14:07.104 0 ShipControls.js:144
17:14:09.679 1 ShipControls.js:144
17:14:10.416 0 ShipControls.js:144
17:14:12.441 1 ShipControls.js:144
17:14:12.586 0 ShipControls.js:144
17:14:12.817 1 ShipControls.js:144
17:14:13.009 0 ShipControls.js:144
17:14:13.688 1 ShipControls.js:144
17:14:13.807 0 ShipControls.js:144
17:14:14.380 1 ShipControls.js:144
17:14:14.486 0 ShipControls.js:144
17:14:14.774 1 ShipControls.js:144
17:14:14.923 0 ShipControls.js:144
17:14:15.309 1 ShipControls.js:144
17:14:19.962 0 ShipControls.js:144
17:14:20.598 1 ShipControls.js:144
17:14:20.938 0 ShipControls.js:144
I tried game with sensor controls enabled.
Looks good to me (although there's a few extra log statements I probably forgot to take out).
Maybe you can check out Firefox OS v1.2 developer notes? Or even v1.1 notes for developers since the package indicates that it worked with Firefox OS 1.0.1. I can test it tho in 1.1.0, my friend has one device running stable firefox os atm.
[edit] This bug is present in 1.1.0. My friend says that sensors are not working too.
Sensors not working is a different thing than this positioning bug. Sadly since I have none of these devices at hand it's almost impossible for me to fix this at the moment. Feel free to give it a go if you can.
I will try to solve this problem. The earliest possible time for me would be in 2 1/1 months. @BKcore I would pay the shipping costs in one direction to ship you my FF Keon if you have more time for that. What do you think ?
I'm super busy with my work at Artillery right now, so I don't really have time for that atm. Feel free to give it a try when you have the time, even if it's in a couple months :)
I believe that similar problem like this is showing in many games: "Cut the Rope" (missing fonts), "Age of Barbarians" (wave loader is buggy) etc. Maybe it is the same issue.
The vehicle is somehow underneath the course. The collision with the borders still works and it is possible to steer the vehicle and accelerate. When the course is ascending the perspective of the camera slightly changes so the course and is view is back to normal again for a few seconds.
This behavior is reproducible on a Geeksphone Keon 1.3 prerelease with installed HexGL Mobile.