QuinTRON Posted February 6, 2017 Share Posted February 6, 2017 Hi community, I have been using Pixi js for some time now, absolutely love it. I am using their latest version 4.3.4 and notice in Google Chromes Console there is 256+ Warnings looking like this: Quote [.Offscreen-For-WebGL-08F99C68]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer My world is currently 2000x2000px, with roughly 200 sprite objects in it (pretty tiny really) I have tried: removing all of my pixi Graphics objects, the warnings still show commenting out all of my world sprites, the warnings still show commenting out all of my player sprites, the warnings still show There is a performance degradation if the browser loads the game loop prior to the warnings finished, probably because of a race condition with the Web Socket requests. Any help would greatly be appreciated! Quote Link to comment Share on other sites More sharing options...
QuinTRON Posted February 7, 2017 Author Share Posted February 7, 2017 A suggestion was to try and make the app() dimensions smaller; so I tried 500x500 and I still have the same warnings. Quote Link to comment Share on other sites More sharing options...
xerver Posted February 7, 2017 Share Posted February 7, 2017 Please share a running example that reproduces the bug, as well as your browser/os information. Quote Link to comment Share on other sites More sharing options...
QuinTRON Posted February 7, 2017 Author Share Posted February 7, 2017 Dev/Test server: https://hookem.herokuapp.com/ Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/55.0.2883.87 Safari/537.36 Win 7, 64-bit Quote Link to comment Share on other sites More sharing options...
QuinTRON Posted February 8, 2017 Author Share Posted February 8, 2017 I noticed Chrome's Developer Tools allows you to break on specific Event Listeners; such as WebGL Errors or Warnings. To do this go to: Chrome's F12 (Dev Tools) => Sources (tab) => Event Listener Breakpoints (right panel, accordion) => WebGL. This has allowed me to dive into the specific area where my warning messages are appearing. Unfortunately I require Pixi.js developers to help articulate this problem more. The obvious question is, why would this cause a warning considering all of my assets have already been loaded into memory? Quote Link to comment Share on other sites More sharing options...
xerver Posted February 10, 2017 Share Posted February 10, 2017 Do you think you can build a more constrained example? I'm having a hard time tracking through this since it is minified, and has a lot of irrelevant stuff. Just something that is purely pixi and only renders enough to get the error would be very helpful. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted February 13, 2017 Share Posted February 13, 2017 I'd like to help too Quote Link to comment Share on other sites More sharing options...
QuinTRON Posted March 4, 2017 Author Share Posted March 4, 2017 Ok guys, I have an update on this issue. As I kept populating sprites into my world -I was happily grouping sprites into their own Containers, and some times Particle Containers. Having done lots of testing I was getting very strange behaviours, mainly the groups of sprites not rendering. After taking the time to restructure my stage child structure I have condensed all of my Particle Containers into 1 and converted some of the other ones into standard Containers. Now everything is consistently rendering as per my expectations. I am no longer getting the below browser warning with this implementation. (coincidence?) For-WebGL-08F99C68]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer However I am now getting a different browser warning: [Violation] Long running JavaScript task took 754ms I am not able to pin point what resource is causing this, but for now I am happy the GL errors are gone. Cheers Quote Link to comment Share on other sites More sharing options...
user123456789 Posted October 24, 2017 Share Posted October 24, 2017 I just had the same problem with latest pixi.js. It happened because I had a method which I used to create more than one particle container as e.g. var stars = new PIXI.particles.ParticleContainer(count, { alpha: true }); The count varied between 50 - 200 during method calls, I ended up replacing count variable with hard-coded value: 1500 .. and error disappeared. Quote Link to comment Share on other sites More sharing options...
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