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Extension support #5
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No extensions implemented yet, but at least it doesn't crash. |
👍 Need Hoping to use this to enable support for node. |
does anyone have a workaround for this, or an idea of when this will be implemented? |
ANGLE_instance_arrays is now implemented. OES_texture_float is probably a good candidate for the next API. |
OES_element_index_uint would also be great! |
Just curious if any extensions are implemented, because I need OES_standard_derivatives for normal mapping. I was thinking if some were implemented, basically if the structure is there, maybe I could figure out how to add support for this one. Thanks! |
Well, interesting, it looks like it's supported in the shader despite the fact that it advertises that that extension is not supported. |
It would really help if common extensions used by Three.js were supported. Thanks |
I'm trying (and failing) to render textures using headless-gl and three.js (see my three.js forum post for details on that). I'm guessing it has something to do with the unsupported extensions that @kylegmaxwell mentioned, because I'm getting the same warnings in my log. Are there any plans to implement these extensions? |
Two years later and still no |
Hi all, OES_texture_float and OES_element_index_uint should be supported in 4.1.1. There were conformance issues (due to a bug with the version of Angle we're using) with OES_standard_derivatives that prevented me from integrating it successfully. |
I am trying to get this to work: https://bl.ocks.org/bsergean/6780d7cc0cabb1b4d6c8 THREE.WebGLRenderer 97 Any ideas what to try? |
I’m on the move now, but I believe you must pass height and width arguments to the gl/context invocation |
Also a bit stuck when trying to run Three.js in node on a headless system. Same error here: Any idea how to proceed with this issue? |
Hi. I'm unsure how you're choosing to make the canvas element available to your non DOM environment (there are many options on npm), but here's my super minimal way of shimming the canvas element for three.js: const noop = () => {};
global.addEventListener = noop;
global.HTMLImageElement = noop;
global.HTMLCanvasElement = noop;
class Canvas {
constructor() {
this.style = {};
}
addEventListener() {
//noop
}
} and then when creating the renderer: const gl = createContext(width, height);
const canvas = new Canvas();
const renderer = new THREE.WebGLRenderer({
context: gl,
canvas
}); Ultimately, the canvas element is not important on the server, only the gl context. Unfortunately, three.js requires it by default |
@dhritzkiv Thanks!! |
I wonder if we could use node-canvas instead of 'dummy' canvas element to get the render output? Has anyone tried? I tried but it is giving an empty canvas instead.. |
It's best to use the dummy canvas, as none of the features present in the dom's canvas (or node-canvas) are used by headless-gl. The dummy canvas is only required for libraries which assume a browser environment (e.g. three.js). Otherwise, the webgl context is backed by what is essentially a buffer. You may even add |
@dhritzkiv thankyou for your reply, will be exercising then 💪💪 |
Need to verify that extension support from node-webgl is working.
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