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Description
@mrdoob Since we're talking about all this video stuff, I have a somewhat related question / possible bug, though it likely only affects my particularly use case. In this example I try to set the currentTime to some frame before showing the texture. I don't ever want to show frame 0. In the above example, it should immediately load to the frame that appears half cut-off. This works fine in Chrome and Firefox, but on iOS Safari it somehow forces me to render frame 0. Try tapping the screen and it will force a needsUpdate and then show the new frame, but no matter how long those setTimeouts are, it always will show frame 0 initially. On Desktop Safari, I see the same behavior, but it's compounded by the flashing black issue. Any ideas on why this happens, or how to avoid it?
Thanks,
Dustin
Three.js version
- r90
Browser
- Safari
OS
- macOS
- iOS