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Firefox Quantum WebGL Warning #4496
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I still dont know what is this warning about. @GoodBoyDigital any ideas?
not related to that warning. What exactly is not working there? |
Just to say, we are also getting this Firefox issue in our games now; only happens since the first quantum release. |
That's strange, because if texture is not valid, sprites aren't rendered at all. May be it related to empty textures we use in renderer. They are small so |
Partial duplicate of #3897 This warning bugs me too. Maybe Firefox sources would help: ZeroTextureData(WebGLContext* webgl, const char* funcName, GLuint tex,
TexImageTarget target, uint32_t level,
const webgl::FormatUsageInfo* usage, uint32_t width, uint32_t height,
uint32_t depth)
{
// This has two usecases:
// 1. Lazy zeroing of uninitialized textures:
// a. Before draw, when FakeBlack isn't viable. (TexStorage + Draw*)
// b. Before partial upload. (TexStorage + TexSubImage)
// 2. Zero subrects from out-of-bounds blits. (CopyTex(Sub)Image)
// We have no sympathy for any of these cases.
// "Doctor, it hurts when I do this!" "Well don't do that!"
webgl->GenerateWarning("%s: This operation requires zeroing texture data. This is"
" slow.",
funcName); |
Is there something that can be done to avoid this performance hit ? |
Firefox presently doesn't initialize texture images to zeros on creation, but rather only as necessary. |
I find this warning only after I add a text layer in Mozilla 59.0.2 running in a MacOS:
I hope this can help somebody to solve the issue. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. |
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. |
I'm using the latest version of Firefox Quantum (I know it's experimental)
So practically isn't the purpose of autoDetectRenderer to detect whether or not the browser actually supports WebGL fully?
I get this error in console when initializing a new Pixi.js renderer and doing some basic stuff:
By the time I've finished writing this issue, it still haven't rendered anything at all, so the question is; wouldn't it be better to use canvas renderer in Firefox Quantum?
Renders in WebGL without problems in the latest version of Google Chrome
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