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Followed troubleshooting, still receiving black screens :/ #118

@davidpuetter

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@davidpuetter

Hey, sorry to bother with probably a stupid issue.

I'm attempting to add this library to my project and try to render literally any effect I can but all of them render a black screen. If I just render the RenderPass then it displays just fine, but as soon as I pass any sort of control over to any EffectPass, the screen renders black and the console outputs a whole bunch of OpenGL warnings/errors;

localhost/:1 [.WebGL-0000023AB34E7FF0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
localhost/:1 [.WebGL-0000023AB34E7FF0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete
localhost/:1 [.WebGL-0000023AB34E7FF0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawArrays: framebuffer incomplete

I can confirm that my THREE.js version is r103 and postprocessing is at v6.1.1.

My code is as follows:

const composer = new pp.EffectComposer(tRenderer);

const renderPass = new pp.RenderPass(common.THREEstage, tCamera);
const outlineEffect = new pp.OutlineEffect(common.THREEstage, tCamera, {
	edgeStrength: 10,
	pulseSpeed: 0,
	visibleEdgeColor: 0xFFFFFF,
	hiddenEdgeColor: 0x0,
	blur: false,
	xRay: true
});

const outlinePass = new pp.EffectPass(tCamera, outlineEffect);
composer.addPass(renderPass);
composer.addPass(outlinePass);

renderPass.renderToScreen = false;
outlinePass.renderToScreen = true;

and later down the file I render like so:

composer.render(clock.getDelta());

I've attempted to change the order of the code a billion times to match with examples and stuff but all effects still render a black screen.

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