No, I never see it using the unmodified Scanner sample (but also haven’t tried modifying it). It is reproducible using @n6xej 's Swift port of the Scanner app and some additional screens which open before and after scanning. It never happens when I just scan, press the reset button and scan again, but it does happen when the app “starts over” so to speak. My hardware is an iPad Air 2, and this is the application flow, where [Scanning] and [MeshViewing] are the screens from the Scanner app:
[Start Screen] -> [Scanning] -> [MeshViewing] -> [Exit Screen] -> back to start
The error that is thrown when the green screen happens is glError 501 (GL_INVALID_VALUE), in method renderSceneForDepthFrame of ViewController+OpenGL.swift
Given when a value parameter is not a legal value for that function. This is only given for local problems; if the spec allows the value in certain circumstances, where other parameters or state dictate those circumstances, then GL_INVALID_OPERATION is the result instead.
I assume it has something to do with how those other screens open, or how the scanner initializes, something seems to perhaps either not get cleaned up properly or initialized twice. Is green perhaps the default color for a shader error, like the bright pink in Unity? As I’m new to Swift, and just started working with the Scanner SDK, and debugging with STWirelessLog is painful to say the least, I’m still in the process of figuring out what is happening.
@adrian.glover did you ever figure out what caused your green screen?