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rendering not the same on pc and mobile


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can you repro on the PG? can you make sure that you have no network issue on mobile? (looks like the environment texture is not loaded)

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oh sorry @aWeirdo @Deltakosh,i'm back....

I only test on my mobile(jailed,you know :P )

mobile: Iphone5s version 9.33

pc browses: any "morden" brower .chrome opera firefox.etc.

all browser look like act right.but the mobile is going wrong. they have different rendering results.


i 'm sure there is no network issue, because i test on my local server.

i want to create a PG.but i Don't know how to upload the ".babylon" file assets.so i put the code here;actually, the code is very simple:


  test_pbr() {
    BABYLON.SceneLoader.Load('/assets/', 'test_2.babylon', this._engine, (newScene) => {
      this._scene = newScene;
      this._scene.clearColor = new BABYLON.Color4(1, 1, 1, 0);
      const materials = newScene.materials;
      const meshes = newScene.meshes;
      const test_pbr_m = new BABYLON.PBRMaterial(materials[0].name, newScene);
      const material_0 = materials[0], material_1 = materials[1];
      const mesh_0 = meshes[0];
      //// camera setting-start///
      const camera = newScene.activeCamera as BABYLON.ArcRotateCamera;
      const test_ratio = this._engine.getAspectRatio(camera);
      if (test_ratio >= 1) {
        // this._engine.resize();
      } else {
        camera.radius = camera.radius / test_ratio;
        camera.maxZ = camera.maxZ / test_ratio;
      camera.lowerRadiusLimit = camera.upperRadiusLimit = camera.radius;
      camera.allowUpsideDown = false;
      //// camera setting-end///
      test_pbr_m.albedoColor = new BABYLON.Color3(1.000, 0.766, 0.336);
      test_pbr_m.metallic = 0;
      test_pbr_m.roughness = 1;
      test_pbr_m.reflectionTexture = BABYLON.CubeTexture.CreateFromPrefilteredData('/assets/environment.dds', newScene);
      test_pbr_m.albedoTexture = new BABYLON.Texture('/assets/touming_1.png', newScene);
      const multimat = new BABYLON.MultiMaterial('multi', newScene);
      mesh_0.material = multimat;
      // newScene.lightsEnabled = false;
      mesh_0.material = test_pbr_m;


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