dsman Posted May 5, 2015 Share Posted May 5, 2015 I know it would be difficult to answer this without providing details. But I don't know what do I provide here. My app is working fine. Functionalities is working fine. But I am getting this warning on console for very draw call (or every render call is right word here? ). So console shows 256 instance of same warning and then stops showing it further, with following message: WebGL: too many errors, no more errors will be reported to the console for this context. Since this warning is not affecting my app as of now. I thought this could have performance implication. Quote Link to comment Share on other sites More sharing options...
binyan Posted May 5, 2015 Share Posted May 5, 2015 Have you tried to see the call stack of the warning? Where it comes from? Quote Link to comment Share on other sites More sharing options...
dsman Posted May 5, 2015 Author Share Posted May 5, 2015 @binyan It doesn't have call stack. It shows warning on line #1 of html file, which is nothing but <html> tag. This means this warning is something internal and it has nothing to do with script code. Here is how console looks like : http://prntscr.com/71xadn (I have also attached image file ) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 5, 2015 Share Posted May 5, 2015 can you use the debug version to get unminifed code? Quote Link to comment Share on other sites More sharing options...
dsman Posted May 5, 2015 Author Share Posted May 5, 2015 I am beginner here. So pardom me if I sound silly. But do you think using full source file version of babylon instead of minified one will help here ? As the console doesn't show error in babylon file at all. Even the minified version has few lines right? So it should show error at any line. Then I understand it would be difficult to see the code and will need to use source file so that its readable and debuggable. But here it shows error on html page's line #1 which is just <html> tag. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 5, 2015 Share Posted May 5, 2015 Correct (You can directly reference this one : http://www.babylonjs.com/babylon.max.js) But you are right there is something else here. Perhaps not related to bjs actually. Do you use WebGL elsewhere? (Another lib?) Quote Link to comment Share on other sites More sharing options...
dsman Posted May 6, 2015 Author Share Posted May 6, 2015 No. I am not using WebGL beside the babylon itself. I thought if someone knows what this error is related to, I might try to pin-point the exact problem. But anyway, I will try to dig more and see if I can find out the problem by disabling certain code of mine with trial and error method. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 6, 2015 Share Posted May 6, 2015 Do you have a way to share your demo? Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted May 7, 2015 Share Posted May 7, 2015 This happens in "Refraction" demo on http://www.babylonjs.com/ I have the same problem in BabylonHx but only in web/js build.Native (c++) build doesn't have this problem... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2015 Share Posted May 7, 2015 Hum sounds like a bug...I'll check it Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2015 Share Posted May 7, 2015 Hum it seems this is only an issue with Chrome Can you confirm? Quote Link to comment Share on other sites More sharing options...
dsman Posted May 7, 2015 Author Share Posted May 7, 2015 Yes . I checked. It appears only in Chrome. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2015 Share Posted May 7, 2015 Sounds like this is not related to babylon.js unfortunately Quote Link to comment Share on other sites More sharing options...
v3rtik4l Posted May 17, 2015 Share Posted May 17, 2015 I had the same problem using the free cam and the skybox. In an specific angle of view the skybox texture disappeared and the message you say was in the console. Only on chrome this issue. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 17, 2015 Share Posted May 17, 2015 Do you mind adding a bug to Chromium?http://code.google.com/p/chromium/issues/list Quote Link to comment Share on other sites More sharing options...
Nick Stinger Posted May 20, 2016 Share Posted May 20, 2016 Chrome developers have said they will not be fixing the issue and accuse FireFox of failing WebGL conformance tests. https://bugs.chromium.org/p/chromium/issues/detail?id=421695 "please make sure you "double buffer" so source/destinations are two separate textures" I'm not sure how to go about that... Quote Link to comment Share on other sites More sharing options...
Nick Stinger Posted May 20, 2016 Share Posted May 20, 2016 To add a bit more information. I am also using a reflection probe. All the materials are MultiMaterial, if that makes a difference. I never had a problem with this on a simple StandardMaterial. I'll update if I get any more details. Quote Link to comment Share on other sites More sharing options...
Nick Stinger Posted May 20, 2016 Share Posted May 20, 2016 Sorry necro post. I was one year off! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 20, 2016 Share Posted May 20, 2016 No problem Quote Link to comment Share on other sites More sharing options...
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