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New Error with THREE.js r69+ #7
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I am getting this as well, but with THREE.js 66 (the one that is live on http://jeremybouny.fr/ocean/demo/) on Chrome 40, OSX 10.10. But Firefox 34 & Safari 8 work fine. |
It seems this error no longer exists in the current version of chrome. Must have been a browser bug. Closing. |
Hi ! It seems that there has been a chrome upgrade (last night I think..) and the error came back. The ocean is working fine, but he console throw this message "[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same." THREE r68, Chrome 40.0.2214.91 m |
Indeed it did. This is a chrome bug methinks. Wondering how to word it for a bug report. |
Not a "bug," though it is annoying: https://code.google.com/p/chromium/issues/detail?id=421695 |
+1 |
Same problem with the mirror example: http://threejs.org/examples/#webgl_mirror I try to see if can do something. Thanks for the report to chromium! |
In Firefox error is different with Three.js r70: |
I think I found a workaround to this. IIUC, the problem is basically this :
My current workaround is as follows :
So basically, lines around 353 becomes : // Remove the texture from the scene var renderTexture = (isTempTexture !== undefined && isTempTexture)? this.tempTexture : this.texture; // Set back the texture Let me know if this helps out! |
You are right. It is so nice to have a clean console! Thank you for your clear explanations. With a dummy texture, it works. |
Nulling this.material.uniforms.mirrorSampler.value before rendering should work. No need for dummy texture here. |
Simply nulling the texture also work for me :) Thanks for the solutions |
This doesn't work for me. |
I updated the ocean shader sample at three.js to incorporate fog and side support. Works perfect(at least for me) from the latest master build (72). No dummy or null required. |
There are some differences between the implementation on this repo and the three.js example. I know it is not cool. In any cases, nice work @titansoftime (and congratulations for the release of your game :) ). The right solution (for me?) was in the ocean shader sample at three.js. It uses a visibility flag instead of a dummy texture. |
@jbouny Thank you x 2 =] |
Hi Jbouny,
After upgrading to r69 (and r70dev) I get the following error: "[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same."
The water still works just fine though =]
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