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Re: [Public WebGL] Minefield brings system to halt




----- Original Message -----
> Hi,
> 
> we've got problems with some of our X3DOM examples with Firefox Beta/
> Minefield for a while right now. For example, shadows stopped working
> (see http://x3dom.org/x3dom/example/x3dom_shadows.xhtml) without any
> error message,

Do you have the preference webgl.verbose enabled? WebGL error messages are now hidden by default.

 ---> Vlad: see? That's why I wanted to print 1 message saying that there are errors.

Here, this demo appears to be working, however I do get lots of error messages:

VBO too small for bound attrib index 0: need at least 12 bytes, but have only 0
DrawElements: bound vertex attribute buffers do not have sufficient size for given indices from the bound element array

This suggests that some vertex buffers are not properly loaded (?). Also it's strange that a DrawElements call would want to consume only 12 bytes: that means 1 vertex.

> as well as cube maps/ multi-textures, which in Firefox
> Beta only leads to a "been bound to a different target" (compare
> http://www.x3dom.org/x3dom/example/x3dom_composedShader.xhtml).

I'm getting this error too, as well as the same errors as in the previous demo.

> However, in Chrome Beta and Chromium everything works as expected.
> 
> But besides this, I've just updated to the latest Minefield to check
> if
> these issues still exist, but there almost none of the X3DOM examples
> worked. Instead I got some strange error messages about VBOs called
> with
> wrong sizes etc. And suddenly, while I was wondering what's going on,
> my
> computer stopped working and I had to boot it again. I suspect the
> problem has something to do with this new Direct3D stuff which
> according
> to the error console seems to be used now instead of native OpenGL.

Oops, that sounds serious!

Direct3D doesn't get used instead of OpenGL, what happens is that OpenGL gets used for WebGL calls and Direct3D for compositing (eventually we'll probably end up using Direct3D everywhere on Windows).

You can determine if Direct3D is what's causing issues by disabling it: set layers.accelerate-none=true and layers.accelerate-all=false.

But in this bug we have the Blobs demo freezing display even without any Direct3D compositing:
https://bugzilla.mozilla.org/show_bug.cgi?id=598166

Another thing that's worth trying is setting webgl.shader_validator to false, to see if it's an issue with our ANGLE copy or the way that we're using it.

Cheers,
Benoit

> For information: my machine runs Windows 7 32-bit with a GeForce 8800
> GTX (and the same graphics driver etc. for months now).
> 
> Any help or fix appreciated
> Yvonne
> 
> 
> 
> --
> Yvonne Jung
> Fraunhofer-IGD | Tel.: ++49-6151-155-290
> Fraunhoferstr. 5 | Fax.: ++49-6151-155-196
> 64283 Darmstadt | email: yvonne.jung@igd.fraunhofer.de
> Germany | http://www.igd.fhg.de/igd-a4
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