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WebGL warning: drawElements in Firefox #3897
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This usually is logged in firefox when you try to read pixels from an out-of-viewport location and render them. Because there are no out-of-viewport pixels to read the browser has to create a buffer filled with zeroes for you, which is slow. Can you provide a minimal code pen/jsfiddle that shows this issue happening please? |
I have the same error. All code is here: |
http://pixijs.github.io/examples/#/basics/basic.js exibits this. |
FYI, this message shows up on the Khronos WebGL tutorial called "SpiritBox" : No message is shown with that same page on Microsoft Edge. Can't try with chrome. |
No message in Chrome either |
Still got this message with the basic example on Firefox 57, macOS 10.13.1 and the demo cause the laptop heat up although no significant CPU activities. |
in the last version of Firefox , there is a warning about SpriteRenderer too: Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow. |
closing as this has been fixed in v5 👍 |
@GoodBoyDigital could you tell me how to fix it? I want to fix it in my fork-v4 . thanks |
How to get this since the v5 has not been released yet ? |
You can safely ignore this error. This comes from the diffuseTexture of the ground taking time to load. So the RTT cannot render because the meshes are not ready (waiting for the diffuse texture to load). Then when you run the main rendering, the RTT are used as texture but need to be zero out as they don't have data yet (which will be fixed as soon as the diffuseTexture is ready) |
This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs. |
1 similar comment
This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs. |
Although everything appears to work fine, i'm getting this error in Firefox when rendering sprites:
Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow.
Is there a more optimal solution?
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