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WebGL Mali chipset black or flickering until ending black whole gl canvas #887
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There is a SystemInfo example in the demos/WebGL folder, which should give you some info. Any chance you can share that? |
RE: "32-bit display buffer instead of 24bit?" That would probably mean turning the background transparency on. R,G,B @ 8 bytes each == 24bit. RGBA == 32bit, beyond that I don't have much control over the colour depth being used as the shader uses full precision. Transparency can have a bit of a performance impact so it's hardly ideal. I might also recommend turning on "preserveBuffer" as a separate alternative. The way WebGL works is that it makes an educated guess when you are done drawing and I have no control over that determination. If the buffer is preserved it won't automatically clear itself and it will wait for it be cleared manually (which we do if autoClear is true regardless of preserve buffer). If the flickering is caused by pre-emptive clears this will fix it up perfectly. Both of these parameters are in the constructor: Hope that helps, we'll take a look on our end, we might find a solution that doesn't come with any side effects for other devices. |
Thx guys for reply and sorry for a few hours delay. you vere right ,{preserveBuffer: true} actually solved the issue minimal sample to reproduce black screen are actually your samples referencing easel next pulled from git libs commit c3d6213 BUT blackscreen: twostages.html renders at least just vector button not bitmap one. Filter_gl-GL.html renders fine thou. Here is requested system info Max textures per draw: 8 Max textures active: 8 Max texture size: 2048^2 Max cache size: 2048^2 Max attributes per vertex: 16 WebGL Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium) As requested. I guess it will be the same to a lot of mediatek/mali cheap android phones I will try to put together minimal black sample meanwhile Also adding WebGL 1 WebGL 2 Platform: Linux armv7l |
Interesting, we don't have a device that reproduces the issue in our office here so it's hard to test. But if developers can use this info to time their render calls and avoid the problem on some GPUs it'd be great to know. |
Hi guys we are excited so we can move 2d canvas gui to webgl and have only one canvas in all our old games. unfortunately on mali-400 (galaxy tab e) we are getting black screen and on on s3 mini screen flickers randomly between black and normal . no errors in console and game runs just everything is black.
we don't have larger than 2048 textures and all are power of two squares. in old createjs engine the same game is rendering fine wia old webgl.js path. so I guess it's some kind of render to texture issue? . had not time to look what changed in new easeljs on low level. last build of createjs we build from git was 20.6.2017
I found on internet that mali is known for this and fix is supposedly "32-bit display buffer instead of 24bit?"
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