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GL_INCOMPATIBLE even with WebGL2 support #186
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Hey @xavierjs (and other Jeeliz folks), just using this thread to thank you for the amazing work you've done here. Jeeliz libs make so many web use cases possible with a top notch quality. I haven't found contributing instructions on your docs, but would like to help in anyway. I'm very far from being a ML or image expert, but please let me know if my or my colleague's time can be useful! |
I'm not sure of how do you check for WebGL 2 compatibility, but webglreport.com is apparently doing a very basic check, which leads to false-postitives. See: CesiumGS/webglreport#43. I've done the mentioned test myself on iOS 13.6. Enabling WebGL 2 on experimental Safari features will lead webglreport.com to report as compatible (100%, 88 out of 88 functions) but oficial Khronos test fails for the majority units. Perhaps Jeeliz is facing WebGL 2 errors and not properly fallbacking to WebGL 1 (even though iOS did handle my app and your demos properly with the flag on). What do you think? Also, is there any easy way to force WebGL 1? I've tried, but it's very hard to tweak anything on minified code. |
Hi @igor9silva Thank you very much for this detailed bug report. Can you send me a screenshot of the bottom of the webgl2 report page (with the list of extensions): https://webglreport.com/?v=2 ? I think it is related to this problem: https://stackoverflow.com/questions/56829454/unable-to-generate-mipmap-for-half-float-texture I have to refactor some stuffs then I will send some links to test. Best, |
Hi @xavierjs, thanks for the quick reply! I've attached the screenshots below. It's great to know that you already have a candidate cause! Please let me know if I can help you in anyway, just @ me. |
Hi, I have changed many stuffs in the core. Thank you very much |
@igor9silva Does it work mate? |
Hi @xavierjs, I was just able to test. Unfortunately the results were the very same ones, at least on the J3. I've requests new tests on the other models. Also updated our app with the newer |
Hi @igor9silva Thank you very much for your test.
Thank you very much. |
Hi @xavierjs, Here is the gist for the J3: https://gist.github.com/igor9silva/50f608b72bc96c01a837000766d283ce I also have good news, the Moto G4 Play and Galaxy J6+ owners did report success after the last update! I'm not 100% sure that this update did the trick, but the timing (their reports vs the moment I've updated with your latest build) matches perfectly. |
Hi @igor9silva Great for Moto G4 Play and Galaxy J6+. I really think it is thanks to the latest update since I corrected some major bugs. |
Hi @igor9silva The Samsung J3 is really too weak to support this library I think. I will still add more parameters combination to find if there is a way to do render to texture on your device, and send you another link to test. Best, |
Hi @igor9silva Can you test again (in a new private window in order to avoid any browser cache problem): https://jeeliz.com/demos/WebGLCoreLogger/index.html Thank you very much, |
Hi, Here is the returned:
|
Thank you. It really does not want to render to texture with float / half-float precision =( |
I see... thanks for all your effort @xavierjs! Let me know if you need any more tests. |
What's up about this issue? I pushed a couple of fixes these later months, maybe it will work. |
I don't have access to the device anymore, unfortunately. I'll let you know if that issue appears again. Thanks! |
Boa noite pessoal! ============ INIT ContextFF ============ |
What's your config and your GPU? It seems very low. |
Thank you for this information. |
Hi,
I'm facing a problem very similar to #163 on a Samsung's Galaxy J3 (older model), a Motorola's Moto G4 Play and a Samsung's Galaxy J6+. All of them return
GL_INCOMPATIBLE
oncallbackReady()
.As per the compatibility description in the README, all of those 3 models should support Jeeliz properly. I understand the difficulties of relying on different hardware and OpenGL implementations though.
Context
We're running a proof of concept for a skin tone research, where we color-correct the image using a grey card. This lib has been extremely helpful on properly positioning the user face on the image (position, distance and angle).
Right now we're asking close people to try it out in order to gather feedback regarding UX and reliability.
What we have now
I'll focus on the Galaxy J3 which I can contact the phone owner easily.
Error happens on both Firefox 80.0.0-beta.6 (Build #2015757457) and Chrome 84.0.4147.125. It's running on Android 7.0 (kernel 3.18.14-14795764). It says Galaxy J3 Prime on the about menu (phone name) and model number SM-J327T1.
WebGL Report says that WebGL 2 (88 of 88 functions) and WebGL 1 (including FLOAT and HALF_FLOAT) are compatible. Screenshots attached at the bottom.
This demo won't run as well (blank page). I unfortunately can't access the device's console log. I can request tests on other demos as well if you find helpful.
Read Pixels Test is ok as well ("everything is fine bro"), from #41.
Our implementation
Our client code is pretty simple (single < 300 lines JS file) and relies on Jeeliz and Babel only.
Main code:
Maybe not relevant, but we do call
docResized
on window`s resize event to fix the canvas aspect ratio. This isn't very performant but works pretty well:Screenshots
Note: many texts are in portuguese, please let me know if you need any translation.
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