Complex Curves examples fail on MacBook
See original GitHub issueThis is in continuation of https://github.com/CindyJS/CindyJS/pull/521#issuecomment-259459037. As stated there, the Complex Curves examples currently fail for me in both Firefox and Chrome on macOS Sierra with a MacBook Pro 2015. No messages are printed to console. The webglreport.com report in Chrome reads thus:
Platform: MacIntel
Browser User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_1) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/54.0.2840.71 Safari/537.36
Context Name: webgl
GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium)
Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium)
Vendor: WebKit
Renderer: WebKit WebGL
Unmasked Vendor: Intel Inc.
Unmasked Renderer: Intel(R) Iris(TM) Graphics 6100
Antialiasing: Available
ANGLE: No
Major Performance Caveat: No
Vertex Shader
Max Vertex Attributes: 16
Max Vertex Uniform Vectors: 1024
Max Vertex Texture Image Units: 16
Max Varying Vectors: 15
Best float precision: [-2127, 2127] (23)
Transform Feedback
Coming in WebGL 2
Rasterizer
Aliased Line Width Range: [1, 7]
Aliased Point Size Range: [1, 255]
Fragment Shader
Max Fragment Uniform Vectors: 1024
Max Texture Image Units: 16
float/int precision: highp/highp
Best float precision: [-2127, 2127] (23)
Framebuffer
Max Color Buffers: 8
RGBA Bits: [8, 8, 8, 8]
Depth / Stencil Bits: [24, 8]
Max Render Buffer Size: 16384
Max Viewport Dimensions: [16384, 16384]
Textures
Max Texture Size: 16384
Max Cube Map Texture Size: 16384
Max Combined Texture Image Units: 16
Max Anisotropy: 16
Uniform Buffers
Coming in WebGL 2
Supported Extensions:
ANGLE_instanced_arrays
EXT_blend_minmax
EXT_disjoint_timer_query
EXT_frag_depth
EXT_shader_texture_lod
EXT_sRGB
EXT_texture_filter_anisotropic
WEBKIT_EXT_texture_filter_anisotropic
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBGL_compressed_texture_s3tc
WEBKIT_WEBGL_compressed_texture_s3tc
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_depth_texture
WEBKIT_WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context
WEBKIT_WEBGL_lose_context
Hope this helps.
Issue Analytics
- State:
- Created 7 years ago
- Comments:10 (10 by maintainers)
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I think I have come up with a workaround. May need a few days to implement it.
If everything else fails, could you just do a trial run: render some known content to some off-screen canvas and see whether the result is consistent with support for reading pixels or not?