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I've tried opening a few WebGL-powered visualisations (e.g. wavenumbers) on iOS devices in Safari but am greeted with "Webgl is not supported by your browser - visit http://get.webgl.org for more info". However, WebGL is well-supported in Safari and is able to render graphics from other libraries (e.g. three.js).
I'm not terribly familiar with the project, but I'm poking around how GL context is determined and when showNoWebGlMsg() is fired in /src/plots/gl3d/scene.js. Am I barking up the right tree, or totally off-base?
It might be that we are passing incompatible parameters to the webgl context creation. This is hard to test without access to an iOS device. I'll see if I can scrounge one up or borrow something to test.
I have the same issue in both Chrome and Safari on iPhone 6 iOS 9.3. Funny thing is visiting http://get.webgl.org in the error message shows a spinning cube just fine.
Hope you can figure it out and fix so iOS users can enjoy awesome plot.ly 3D charts :)
Even in the iOS simulator using iOS 10.3 + iPhone 5, it shows ? on the first load and proper glyphs on the second. Is it conceivably possible that it's a font loading issue? Maybe solvable by this sort of thing? Not sure why question marks would be the missing font fallback though.
On iPad with iOS and Safari 10.3: Scatter and Mesh fail with Webgl not supported.
Hue value is OK, but characters are shown as question marks.
Von meinem iPad gesendet
Am 17.07.2017 um 15:56 schrieb Étienne Tétreault-Pinard ***@***.***>:
@ischurov@man-bear-pig#1411 (released in 1.24.0) did fix the problem for some iOS distro, but looks like not all. I'll gladly reopen this issue.
Looking at the reports in detail, the problems appear to only concern surface traces. Could anyone here be interested in testing our other WebGL trace types to help us narrow down the problem? For example,
https://plot.ly/javascript/3d-scatter-plots/https://plot.ly/javascript/3d-mesh/https://plot.ly/~chris/17389.embed
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Am 17.07.2017 um 22:46 schrieb Étienne Tétreault-Pinard ***@***.***>:
@bg23 can you go to http://webglreport.com/ to see if your iPad's browser does support WebGL?
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The reason for this bug on iPad is the incomplete iPad detection for mobiles:
In "function isMobile (ua)", the check "ip(hone|od)" must be replaced by "ip(ad|hone|od).
Then surface plots will also work on iPads.
Reacted by Velizar VESSELINOV, Brian DeMaio, Vince Vu and Vassilis Kehayas
It would be helpful if people reporting issues could report the specific device and trace type where the issues are observed.
From what I can tell, the subject of this issue (i.e. "WebGL on iOS") is far too broad. As of today, my testing shows that:
on an iPhone 7 (model number A1778): all trace types work
on an iPad Air 2 (model number A1566): all trace types work except scatter3d, mesh3d, surface, cone, and streamtube. (Note that scattergl and scatterpolargldo work, and they use WebGL as well.)
Are there any instances of iPhones where certain trace types do not work, or iPads where trace types other than the ones listed above do not work?
On Sat, 15 Sep 2018, 8:18 pm Nicolas Kruchten, ***@***.***> wrote:
It would be helpful if people reporting issues could report the specific
*device* and *trace type* where the issues are observed.
From what I can tell, the subject of this issue (i.e. "iOS") is far too
broad. As of today, my testing shows that:
- on an iPhone 7 (model number A1778): all trace types work
- on an iPad Air 2 (model number A1566): all trace types work except
scatter3d, mesh3d, surface, cone, and streamtube
Are there any instances of iPhones where certain trace types do not work,
or iPads where trace types other than the ones listed above do not work?
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@dy I see you got something merged in some upstream repo... what are the next steps here? any estimate of when I could see a PR into plotly.js that I could test? I'm ready whenever!
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mikolalysenko commentedon Feb 24, 2016
It might be that we are passing incompatible parameters to the webgl context creation. This is hard to test without access to an iOS device. I'll see if I can scrounge one up or borrow something to test.
mattpolicastro commentedon Feb 24, 2016
This is the error I'm able to trigger from Safari's developer console (iPhone 6 Plus, iOS 9.2.1):
Though raven.js is for Sentry, no?
Edit: happy to test anything you have from my end.
eugenesvk commentedon Mar 27, 2016
I have the same issue in both Chrome and Safari on iPhone 6 iOS 9.3. Funny thing is visiting http://get.webgl.org in the error message shows a spinning cube just fine.
Hope you can figure it out and fix so iOS users can enjoy awesome plot.ly 3D charts :)
McCulloughRT commentedon Jul 13, 2016
Has there been any progress on this issue? I'd love to have a working 3D scatter plot on iOS but currently get the same message as above.
minimaxir commentedon Jul 27, 2016
I second the request for progress on this issue. This issue is a blocker for me using 3D charts.
smvv commentedon Jul 27, 2016
Same issue for Firefox running on Android (Samsung Galaxy S6)
dy commentedon Oct 7, 2016
Ok, part of the issue, at least for scatter3d, appears to be in gl-fbo ↑
dy commentedon Oct 7, 2016
Seems that iOS just does not allow rendering to floating point textures. It should be fixed here.
just mention @dfcreative
g-carmichael commentedon Nov 11, 2016
It also is a big drawback for me as I use an Ipad often for data visualisation presentations. Any updates on this?
dy commentedon Dec 3, 2016
This should fix 3d-related issues.
bg23 commentedon Mar 3, 2017
Surface Plot under iOS 10 still prints "Webgl is not supported by your browser" using plotly.js version 1.24.0.
etpinard commentedon Mar 3, 2017
@bg23 can you share an example?
alubbock commentedon Mar 7, 2017
@etpinard I'm also getting this error, e.g. on the plotly example 3d surface plots: https://plot.ly/python/3d-surface-plots/
Screenshot below from an iPad Mini 4 running iOS 10.2.1, taken just now.
7 remaining items
etpinard commentedon Jul 17, 2017
Another argument for 🔪 the current unicode to texture algo cc @dfcreative
rreusser commentedon Jul 17, 2017
Even in the iOS simulator using iOS 10.3 + iPhone 5, it shows ? on the first load and proper glyphs on the second. Is it conceivably possible that it's a font loading issue? Maybe solvable by this sort of thing? Not sure why question marks would be the missing font fallback though.
bg23 commentedon Jul 17, 2017
etpinard commentedon Jul 17, 2017
@bg23 can you go to http://webglreport.com/ to see if your iPad's browser does support WebGL?
bg23 commentedon Jul 18, 2017
bg23 commentedon Oct 10, 2017
Fixed for myself locally, see my comment to #1411.
bg23 commentedon Oct 11, 2017
The reason for this bug on iPad is the incomplete iPad detection for mobiles:
In "function isMobile (ua)", the check "ip(hone|od)" must be replaced by "ip(ad|hone|od).
Then surface plots will also work on iPads.
gittar commentedon May 20, 2018
surface plots still do not work on ipads. Even a partial solution with limited touch handling would be very helphul.
ShaneHudson commentedon Aug 26, 2018
I've also got an issue with surface plots not working on ipad.
nicolaskruchten commentedon Sep 15, 2018
It would be helpful if people reporting issues could report the specific device and trace type where the issues are observed.
From what I can tell, the subject of this issue (i.e. "WebGL on iOS") is far too broad. As of today, my testing shows that:
scatter3d,mesh3d,surface,cone, andstreamtube. (Note thatscatterglandscatterpolargldo work, and they use WebGL as well.)Are there any instances of iPhones where certain trace types do not work, or iPads where trace types other than the ones listed above do not work?
ShaneHudson commentedon Sep 15, 2018
nicolaskruchten commentedon Sep 15, 2018
Thanks @ShaneHudson! Are you able to use scatter3d or any of the others I listed as broken on my iPad?
nicolaskruchten commentedon Sep 16, 2018
Connecting my iPad up to my Mac with developer tools enabled and trying to load a
scatter3dtraces gives me this:The error seems to come from in here somewhere: https://github.com/stackgl/gl-fbo
nicolaskruchten commentedon Sep 18, 2018
@dy I see you got something merged in some upstream repo... what are the next steps here? any estimate of when I could see a PR into plotly.js that I could test? I'm ready whenever!