Aaron McGuire Posted October 14, 2019 Share Posted October 14, 2019 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) ivan.popelyshev 1 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 14, 2019 Share Posted October 14, 2019 Need more info. Pixijs version? Quote Link to comment Share on other sites More sharing options...
Aaron McGuire Posted October 14, 2019 Author Share Posted October 14, 2019 "pixi.js": "5.1.2", "@pixi/filter-adjustment": "^3.0.3", "@pixi/filter-advanced-bloom": "3.0.3", "@pixi/filter-glow": "3.0.3", Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 14, 2019 Share Posted October 14, 2019 Lets check newer, try 5.1.5 please? Can you also try to switch off filters? I mean dont use "filters = [ stuff]" , that's enough to check. Quote Link to comment Share on other sites More sharing options...
Aaron McGuire Posted October 14, 2019 Author Share Posted October 14, 2019 @ivan.popelyshev I was able to isolate it:https://www.pixiplayground.com/#/edit/WAL9OjtbQMP6aKxkk~4fw I found that if the radius is above 76 on ios13 it triggers the error above. Quote Link to comment Share on other sites More sharing options...
Aaron McGuire Posted October 14, 2019 Author Share Posted October 14, 2019 Also happens on this examples page: https://pixijs.io/examples/#/graphics/advanced.js Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 15, 2019 Share Posted October 15, 2019 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. ZYandu 1 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted October 15, 2019 Share Posted October 15, 2019 @Aaron McGuire can you please try put that line before renderer/application creation? PIXI.settings.PREFER_ENV = PIXI.ENV.WEBGL Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.