MacOS Safari and Chrome have WebGL display issue - macos

Have a look at the attached image
the Safari browser with macOS High Sierra Version 10.13.
Also there is a video
https://share.vidyard.com/watch/AZyZGJJ4tJvAQDCYiUQD6W with a closed issue. It is this plugin http://3dflipbook.net . Generally the plugin works well. This problem was not met on other OS: Windows, Android or iOS. Does anyone has any ideas what is wrong?
Best regards,
Ivan.
[1]:

I'm also experiencing this bug, only happens in safari on high sierra. Have you logged an issue with WebKit? I was about to do the same thing.

Can confirm that WebGL in Chrome is broken in Mac OSX High Sierra. I'm on a 2011 MacBook Pro.
Same machine, Firefox Quantum can play WebGL however
Testing using https://get.webgl.org
Most odd

This bug happens because we disabled anti aliasing for the webgl context. If you turn it back on the issue goes away. Probably not the answer you want if like us you're doing it in the shaders instead. The guys from webkit have already fixed the issue their end and its fixed in the latest technical preview of safari so just waiting for it to get to the release build

One of my customers confirmed, using antialiasing resolves the issue. So create render in this way:
var renderer = new THREE.WebGLRenderer({ antialias: true});

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Is anyone else experiencing something like this? Did I miss something in my setup?
Thanks for your help!
I just started seeing the same issue on 14.1. Tried restarting Xcode and turning the canvas off/on, but neither worked. However, I switch target device (to a different simulator) and it rendered correctly.

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THREE.WebGLRenderer crashes new versions of safari in CDN version of three.js (v110)
Calling new THREE.WebGLRenderer() in a recent version of safari crashes the page which causes safari to immediately reload the page and show a warning at top of page saying "This webpage was reloaded because a problem occurred.".
This only started happening recently, possibly only on very recent version of Safari (I am using Safari 15) and OSX (I am using Big Sur).
This is not a problem on Safari mobile (iOS v14.7.1)
Any suggestions on how to work around this issue without upgrading to the latest version of ThreeJS which would require major rework? (especially after the update to ES6)
To replicate, simply run this in new THREE.WebGLRenderer() in the Safari javascript console, it crashes even before it is used for creating a scene.
The simplest solution is to upgrade to the latest version of threejs. But, for those who may be looking for a quick code-based workaround to avoid needing to upgrade threejs version, this worked for me...
In WebGLRenderer constructor:
Remove xrCompatible from contextAttributes
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Simulator stuck on the loading screen, then show "Unable to connect" error. Sometimes shows only black screen or crash on app launch.
While debugging, I see that methods from MPPlayableContentDataSource and MPPlayableContentDelegate won't fire. On Xcode 10 all work fine, so it's looks like some bug in new Xcode 11. Maybe someone knows how to solve this problem?
Thanks indeed.
I submitted a radar (FB7514196) to Apple.
You can see a copy of the radar here: https://openradar.appspot.com/radar?id=4997629368860672
Just installed Xcode 11.3 and I'm still having this problem. Contacted Apple via the Feedback Assistant and the response was:
Please ensure you're providing a prompt response to
MPPlayableContentDelegate and MPPlayableContentDataSource when you app
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The first thing I do when starting the app is to set up this delegate and data source, so that's not the issue. Maybe something related to setting up CarPlay changed in the iOS 13 SDK.
Xcode 11 and Xcode 11.1 seem to contain a broken CarPlay implementation. Xcode 11.2 (beta-1) seems to work much better here. That said, the CarPlay simulator is finicky anyways and you should really use a real head unit to test your programs. I have found simply closing and reopening the CarPlay simulator to help with many issues, btw.
Still the same issue here with XCode 11.2.1
Anybody found a solution?
The CarPlay simulator has always been a total disgrace - for years!

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I googled a solution for a while and I didn't find any.
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Downgrading is not treating the problem, it's just masking the symptoms.
the SDL window is now showing a black screen
To me this looks like an issue with double buffer configuration and/or use. But it's hard to tell without seeing some code.

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I submitted this as a bug report, and Apple responded by saying that it is the desired appearance. They did not give an explanation, that was all they said.
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Have you tried re-installation of the same version? That helped once.
Alternatively, can upgrade to newer version, too.

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