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iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit


Aaron McGuire
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Hello is anyone else experiencing this error on iOS 13:

WebGL: INVALID_VALUE: uniform1iv: invalid texture unit

Here's the full message:

[Warning] Turning drawing buffer preservation for the WebGL canvas being captured (0.0.js, line 6472)
[Error] WebGL: INVALID_VALUE: uniform1iv: invalid texture unit
	uniform1iv
	anonymous (Anonymous Script 1 (line 7))
	syncUniforms (0.0.js:9832)
	syncUniformGroup (0.0.js:9818)
	anonymous (Anonymous Script 2 (line 22))
	syncUniforms (0.0.js:9832)
	syncUniformGroup (0.0.js:9818)
	bind (0.0.js:9791)
	_render (5.5.js:5905)
	render (0.0.js:14434)
	render (0.0.js:14439)
	render (0.0.js:14439)
	render (0.0.js:14439)
	renderAdvanced (0.0.js:14492)
	render (0.0.js:14430)
	render (0.0.js:14439)
	render (0.0.js:11619)
	render (5.5.js:748)
	emit (0.0.js:17454)
	update (0.0.js:17993)
	(anonymous function) (0.0.js:17692)

 

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The difference is in number of vertices.

We use either Sprite BatchRenderer if its small

or "Graphics.renderDefault" for big number.

That code will use "renderDefault" for all graphics, and you'll have that error always! 

PIXI.GraphicsGeometry.BATCHABLE_SIZE = 1;

Make that number big enough - all your shapes will fit in batcher instead and it'll be ok.

That narrows the code segment but i dont have iOS devices to test. Gonna call rest of the team on this.

I think its possible critical issue, need to reproduce and fix it ASAP.

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