Closed natalia-osa closed 5 years ago
Ok, so you can easily replicate it by drawing a route in AR. In DemoPlacement, based on SceneKit only, the colours are perfect. In DemoAR, if you add polyline with a given colour, it is washed out, pastel.
@natalia-osa , could you share the input colors you're using for addPolyline
? does this appear when using UIColor.red
?
That's weird, for me completely any colour (I didn't try uikit basic ones) works like this. Please remember it happens only in AR, not in scenekit only (so on a real device, I'm testing on iOS 11, iPhone SE). I tested in your example project, it happens as well.
Examples of colors which do not work:
UIColor(red: 114/255, green: 13/255, blue: 74/255, alpha: 1)
UIColor(red: 69/255, green: 8/255, blue: 46/255, alpha: 1)
Looks like it was a color space issue, thanks for the ticket @natalia-osa!
This shader still doesn't respond to lighting in the same way that the default PBR materials do, so lights in the scene still might cause a color difference. To keep things the same between line/cap in the meantime, you could apply a .consistent
lightingModel to your cap nodes.
A minor problem is the fact only 1 method is iOS 8-9 compatible, and that method doesn't contain markers for start/end points and as a result, I had to copy paste my code from my pr to add those start/end dots (why not to expose it here if the fallback is available anyway as far as I read the PR?).
The bigger issue is that the colours do not match. They are very pale. Please look at the line colour in the attached screenshot, the dots which I create by the usual method are of the proper colour, and the colour I get by using your drawPath method is pastel. Because I draw start/end dots, it's so badly visible.