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proto planet gpu example not working on firefox android 68.3.0 (on a Nexus 5X)

See original GitHub issue
Description of the problem

Hi all,

This is probably related to https://github.com/mrdoob/three.js/issues/11196

The proto planet gpu example (https://threejs.org/examples/?q=gpu#webgl_gpgpu_protoplanet) is not working on Firefox Android. The canvas remain black and the particles never appear. The output I get in the console is:

Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: drawElements: Framebuffer must be complete.
Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: clear: Framebuffer must be complete.
Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: drawElements: Framebuffer must be complete.
Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: clear: Framebuffer must be complete.
Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: drawElements: Framebuffer must be complete.
Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: clear: Framebuffer must be complete.
Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: drawElements: Framebuffer must be complete.
Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: clear: Framebuffer must be complete.
Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: drawElements: Framebuffer must be complete.
Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: clear: Framebuffer must be complete.
Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) Bad status according to the driver: 0x8cd6
Error: WebGL warning: drawElements: Framebuffer must be complete.
THREE.WebGLRenderer: WEBGL_draw_buffers extension not supported.

So it looks like a hardware limitation, but can you confirm this is the case and that there is no way around it (except upgrading my phone ) ?

Three.js version

r111

Browser

Firefox android 68.3.0

OS

Android (on a Nexus 5X)

Hardware Requirements (graphics card, VR Device, …)

N/A

Issue Analytics

  • State:closed
  • Created 4 years ago
  • Comments:6 (3 by maintainers)

github_iconTop GitHub Comments

2reactions
Mugen87commented, Dec 23, 2019

The devs from Mozilla can reproduce. It’s now a Prio 1 bug. Better to track the issue at bugzilla.

2reactions
fradingcommented, Dec 17, 2019

@mrdoob @Mugen87 Sounds good, just submitted it: https://bugzilla.mozilla.org/show_bug.cgi?id=1604622

Also, the problem disappears when switching the renderer to webgl2 instead of webgl1. I assumed that webgl2 would not be supported if WEBGL_draw_buffers wasn’t, but it actually is. So that’s one possible work around to get the GPUComputationRenderer working on firefox 68.3.0 for android.

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