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Apparently transparent – CSS3D HTML5 Experiment

dhteumeuleu.com

21–30 of 61 posts

Re: Apparently transparent – CSS3D HTML5 Experiment

#21

I loaded this page in Safari, tried scrolling it, and then Safari did the 'This page was reloaded' thing. Then my iPhone 6 Plus spontaneously rebooted. The crash is repeatable, too.

Worked fine on my iPhone 6 not plus.

I can view it successfully in Chrome (and this is an amazing demo!). Safari shows a gray background with a blue circle, then crashes as described. I don't have the latest iOS update installed though...

Re: Apparently transparent – CSS3D HTML5 Experiment

#24

I loaded this page in Safari, tried scrolling it, and then Safari did the 'This page was reloaded' thing. Then my iPhone 6 Plus spontaneously rebooted. The crash is repeatable, too.

Which iOS version?

Works perfectly on my iPhone 6 (no Plus) in iOS 8.1.3.

Re: Apparently transparent – CSS3D HTML5 Experiment

#26
post #24

I loaded this page in Safari, tried scrolling it, and then Safari did the 'This page was reloaded' thing. Then my iPhone 6 Plus spontaneously rebooted. The crash is repeatable, too.

Which iOS version? Works perfectly on my iPhone 6 (no Plus) in iOS 8.1.3.

8.1.2 (12B440).

I'll try it after I upgrade to 8.1.3.

Re: Apparently transparent – CSS3D HTML5 Experiment

#29

I loaded this page in Safari, tried scrolling it, and then Safari did the 'This page was reloaded' thing. Then my iPhone 6 Plus spontaneously rebooted. The crash is repeatable, too.

Works fine on my iPhone 5C, and that's a phone with an A6.

Re: Apparently transparent – CSS3D HTML5 Experiment

#30
post #22

How can this be achieved with so little code? I was expecting thousands of lines. It's like 100.

If you have a look at the scene (with Inspect Element), it's actually pretty simple. It's six walls (each an image), and each of the four sides also has another 5 walls behind it (each also an image) with a statue (image).

That, combined with how CSS 3D transforms let you describe 3D graphics in a declarative way (there's an image at some position with some rotation), rather than in an imperative way (bind the buffer, link the shader, do the 3D rendering dance, draw this thing at some position I bound and some rotation I chose, etc.), allows it to be very small.

As always, while declarative programming doesn't lead to brilliant performance, it produces much nicer code and it's much easier to write.

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