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Per discussion in this ticket, I removed VREffects from an application that uses webvr-polyfill and now a black screen appears in VR mode.
Many of these appear in the debug window console,
[.WebGL-0x7fa64b0c3400]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete
And finally
WebGL: too many errors, no more errors will be reported to the console for this context.
The relevant part of my script looks like this...
getVReffect ( canvas, renderer ) { let parentelem = canvas.parentElement; let [ w, h ] = [ parentelem.offsetWidth, parentelem.offsetHeight ]; // let effect = new THREE.VREffect( renderer ); // effect.setSize( w, h ); // effect.renderer = renderer; // return effect; renderer.vr.enabled = true renderer.setSize( w, h ) renderer.renderer = renderer; return renderer; }
The text was updated successfully, but these errors were encountered:
I am aware of native VR support, but want to continue using the polyfill for unsupported environments.
If you know of an example somewhere that uses webvr-polyfill without VREffects that would be useful for me.
Sorry, something went wrong.
Actually, this is working when I use the WebVR script in the three.js libraries --nice :)
renderer.vr.enabled = true renderer.setSize( w, h ) renderer.renderer = renderer; document.getElementById('three-container').appendChild( WEBVR.createButton( renderer ) ); return renderer;
Great to hear you got it working!
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Description:
Per discussion in this ticket, I removed VREffects from an application that uses webvr-polyfill and now a black screen appears in VR mode.
Many of these appear in the debug window console,
And finally
The relevant part of my script looks like this...
Additional Information:
The text was updated successfully, but these errors were encountered: