turboboing Posted December 13, 2013 Share Posted December 13, 2013 Hi, I've been working through the first TypeScript tutorial and I couldn't get it to work using the IIS Express web server with Visual Studio and Internet explorer 11.It would load the page, but it wouldn't show the Phaser logo.After a lot of messing around I finally figured out what it is, its a bug in IE 11 to do with WebGL. I set Phaser.AUTO and started it up in IE 11 and in the output log it says "WEBGL11258: Temporarily switching to software rendering to display webGL content".If I force it to Phaser.CANVAS it worked fine. There's a bug logged with Microsofthttp://connect.microsoft.com/IE/feedback/details/805206/webgl-only-doing-software-rendering My question is, shouldn't Phaser detect this and fallback to canvas? Tim. Link to comment Share on other sites More sharing options...
turboboing Posted December 13, 2013 Author Share Posted December 13, 2013 By the way, this was on my laptop (Acer Aspire 6935g), which has Windows 7, the latest version of IE, and has an NVidia GeForce 9600M GT with the latest drivers. Link to comment Share on other sites More sharing options...
turboboing Posted December 13, 2013 Author Share Posted December 13, 2013 oh and the three.js demos run without a problem on the same laptop. Link to comment Share on other sites More sharing options...
rich Posted December 13, 2013 Share Posted December 13, 2013 The issue is how Pixi handles alpha within WebGL I believe. They've not yet fixed it, but it's just down to a matter of time. I didn't want to add a blanket kill-switch "if IE11 use canvas" as there is no knowing at which point it may be resolved, and from which end, although I may consider adding one in 1.1.4 if there's no sign of a solution coming from the Pixi camp soon. Link to comment Share on other sites More sharing options...
turboboing Posted December 13, 2013 Author Share Posted December 13, 2013 Ok, thanks Rich. Its just frustrating it can't fallback to canvas after the webgl error. Link to comment Share on other sites More sharing options...
turboboing Posted December 13, 2013 Author Share Posted December 13, 2013 IS this anything to do with the "IE 11 temp patch fix" checked in 2 months ago? Link to comment Share on other sites More sharing options...
turboboing Posted December 13, 2013 Author Share Posted December 13, 2013 I've also discovered you can no longer detect IE 11 by looking for MSIE in the user agent string. http://msdn.microsoft.com/en-us/library/ie/bg182625(v=vs.85).aspx If you really need to detect it you need to use the trident token ( Trident/7.0 ) Link to comment Share on other sites More sharing options...
rich Posted December 13, 2013 Share Posted December 13, 2013 Yeah detecting IE11 is easy enough. Here give me 10, will upload a patch to dev that forces Canvas automatically if IE11. Link to comment Share on other sites More sharing options...
rich Posted December 13, 2013 Share Posted December 13, 2013 Right ok, in the dev branch is an updated version that forces IE11 into canvas mode. Link to comment Share on other sites More sharing options...
turboboing Posted December 13, 2013 Author Share Posted December 13, 2013 Thanks Rich. Its bloody annoying that IE 11 was supposed to be the webgl breakthrough, and you have an annoying issue like this. By the way, I tried the runpixierun pixi.js demo on my laptop, it runs but it reverts to software, If I force IE to version 10 it reverts to canvas and runs much faster. I think like you said its probably something Pixi.js is doing that IE11 think it can't do and reverts to software render. Link to comment Share on other sites More sharing options...
rich Posted December 13, 2013 Share Posted December 13, 2013 Someone from MS has been in touch with Mat about it, so I'm hopeful it'll get fixed when he's got time. Link to comment Share on other sites More sharing options...
Mario Posted February 11, 2014 Share Posted February 11, 2014 I am (still) using Phaser 1.1.3 an I have the same problem with WebGL. FYI: Here is the JavaScript I use to detect IE11:http://stackoverflow.com/questions/19999388/jquery-check-if-user-is-using-ie/21712356#21712356 Setting the renderer to Phaser.CANVAS for IE11 is the only solution I found, as of today. edit: I have to change to canvas for Windows Phone 7 and 8, too. Link to comment Share on other sites More sharing options...
richpixel Posted February 28, 2014 Share Posted February 28, 2014 I came across this one today. The game appears fine on IE11 if the body background is black, but is completely invisible if it's white. If you set it to a color like red, you can see red blending through the game graphics. I suppose the best answer is still to detect for IE 11 and switch to canvas? Link to comment Share on other sites More sharing options...
pain_gwar Posted March 13, 2014 Share Posted March 13, 2014 Hi guys, i have a similar issue with IE. It's not regarding in particular WebGL rendering but Canvas Rendering. I have no rendering at all both with Canvas and WebGL, i only see the canvas completly black. The strange things is that if i open the debug tools (F12) and reload the page everything works fine. No one had this issue? I am using Fullscreen Template with Phaser 1.1.6. Link to comment Share on other sites More sharing options...
Shraddha Posted September 12, 2017 Share Posted September 12, 2017 Hello, I am also facing the problem with WebGL for three.js in IE. The error it is showing is webgl content is taking too long to render on your gpu so currently switching to software rendering. In https://stackoverflow.com/questions/42092214/webgl-rendering-time-limit-internet-explorer-11 this site they are saying that make your calls less. But I need those models runtime at a time. How to tackle this problem. Can anybody please answer, if faced the same. I have WebGL 77 version and IE 11. Thank you. Link to comment Share on other sites More sharing options...
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