I wanted to test Three.js for a new project and imported it together with some example code.
In Firefox however the canvas with the three.js stuff doesn't show up and I get the error & warnings that you can see beneath. I guess the warnings appear because the WebGL context was not created correctly in the first place however I don't know what would go wrong there.
I don't know what could be the problem as the code runs fine and without warnings/errors in Chrome.
Both browsers were tested on an openSuse machine if that could play a role.
Thanks you for any hints on what could be wrong here!
Related
So recently I've noticed that I'm getting the error
THREE.WebGLRenderer: Error creating WebGL context
while trying to render a 3D model from a .glb file on Firefox 100
I am almost certain that this is not something to do with my own implementation, as browsing sites with similar feature show that all of them are broken too.
For example,
https://skinbaron.de/en/3dviewer
https://3d.cs.money/item/cxih4kC
https://buff.163.com/market/csgo_inspect/3d?assetid=25633198752
These links work on Chrome, at least on my current build 101.0.4951.54.
Does anyone have an idea whats going on?
I'm using opengl es 3.0 API with the android studio ndk to create apps.
But I've encountered a very huge problem. I've created a demo app, all it does it change the background color of the screen from white to black and vice versa, every frame. And so when I go to minimize this app, I still see it rendering the background, mostly at the edges of the screen, and not in full color but still very strongly apparent. And it doesn't go away when I close the app, when I restart the device, or when I run "kill apps" on it. Only a factory data reset fixes the issue, so it's not easy for me to debug this.
This is the relevant code that I'm using for when the app is minimized and receives the APP_CMD_TERMINATE event:
eglMakeCurrent(engine->display,EGL_NO_SURFACE,EGL_NO_SURFACE,EGL_NO_CONTEXT);
eglDestroySurface(engine->display,engine->surface);
engine->display = EGL_NO_DISPLAY;
engine->surface = EGL_NO_SURFACE;
I've error checked that eglDestroySurface() is successful.
And I've put debugging messages in to make sure that the main draw loop is NOT executing when the app is minimized. But the problem persists and I don't know what to do about it. Thanks for any help.
UPDATE: well, no one has responded, and I still don't know what to do. Could it be related to threads?
UPDATE: Still can't determine what it is, but for some reason it's messing with the System UI. Willing to upload my entire source code somewhere if someone would be willing to go through this with me, as I'd really like to be able to continue working on my game engine.
Is it the "Strict Mode" developer option on the device settings, perhaps?
That one flashes the screen if an app is blocking.
It would explain why a factory reset changes behaviour.
The answer is not a solution here. The above comment by the user columbo was correct.
I've demoed switching from black to white at high framerates on 3 different android devices, and also my Linux Desktop, all via the openGL api, and it has exhibited this issue on all the devices. So what he said must be correct: this is a problem with LCD monitor technology itself. Interestingly, doing completely random colors does not cause this problem.
I am looking to pinch/zoom images in an Ionic PWA. I can build PWA’s which work for zooming (the whole window zooms) when opened in a browser, but as soon as I save to Standalone mode this becomes disabled I assume this is due to the metadata provided when creating standalone mode.
I’ve tried the ionic-img-viewer plug-in and it doesn’t help.
I don’t know where else to go with this.
Thanks for any pointers
Shane
I have this win32 application. I created an installer for it and in my computer it works perfectly fine. I can install and run it. However, when someone I know tried installing it, the application ran but with user interface issues. This is how it looked like. I didn't add the white boxes nor the weird lines. Does anyone of you know the reason why this happened? I have no clue at all T_T. Is there a way to prevent this from happening again? By the way, the UI was made using cocos studio. I'm using cocos2d-x for this app.
I'm working on a Windows Phone 7.1 project and got most of my work done and decided to add to the project the images for my tiles (62x62 and 173x173 PNGs) plus the JPG file for the splash screen (SplashScreenImage.jpg 480x800).
Before adding these images to the project my project was running fine! After adding them and setting the tiles images to the 2 new files, my project still builds ok, but when running on the 7.1 simulator (my acer laptop doesn't have hardware assisted virtualization enabled in order to run the wp8 emulator) the app crashes when trying to load MainPage with "The parameter is incorrect" exception (in the Application_UnhandledException handler).
I've been trying to find a solution on the web for the last 1-2 days, found few mentions of this error and few possible causes, but none of my findings helped so far. The exception doesn't say anything helpful and it's getting really frustrating considering that most of the serious work is done and I'm very close to releasing the app to the marketplace.
Did anybody run into this issue before? Any ideas what could have gone wrong and how I could solve this exception? Any help is much appreciated!
Thank you in advance!
Andrei
Whenever I wish to change the Splashscreen and other images, here is what I do:
Locate the file on disk using Windows Explorer.
Open the file using some image editor (I use Paint.NET)
Remove the default image and replace with your image maintaining the dimensions.
Save the image and return to Visual Studio.
Rebuild the entire project.
This works seamlessly without any errors. ;)