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Found 107 results

  1. When I extend a class, as shown here: export class AbstractType extends Phaser.GameObjects.Sprite and try to add a subclass of that type(AbstractType) into a container, symbols.add(symbol) I get the following error: TypeError: gameObject.once is not a function at Container.addHandler (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:57689:1) at Object.Add (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:100986:1) at Container.add (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:57790:1) at NumberBarController.addSymbol (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/numberbar.controller.ts:807:12) at NumberBarController.layoutTask (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/numberbar.controller.ts:481:12) at NumberBarController.onSoundsLoad (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/numberbar.controller.ts:364:9) at EventEmitter.emit (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:1960:1) at Function.AudioController.sendAudioLoadComplete (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/audio.controller.ts:300:44) at EventEmitter.AudioController.onSoundsLoaded (/Users/schwarzj/Desktop/symphonymathhtml5/app/controllers/audio.controller.ts:250:25) at EventEmitter.emit (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:1939:1) TypeError: child.setScrollFactor is not a function at ContainerWebGLRenderer [as renderWebGL] (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:135801:1) at WebGLRenderer.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:63279:1) at CameraManager.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:110694:1) at Systems.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:25617:1) at SceneManager.render (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:43412:1) at Game.step (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:105691:1) at TimeStep.step (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:102205:1) at step (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:64607:1) Any suggestions on how to move forward from here? Thank you!
  2. I've been having a look through the phaser tutorials for json tiled maps and I've noticed that it's not clear on how to create a json tiled map that is 'phaser ready'. After creating a tiled map in tiled and following the code examples I've been unable to get passed the following error. Cannot read property '2' of undefined line phaser.js:98679 // find the relevant tileset sid = map.tiles[tile.index][2]; set = map.tilesets[sid]; version: 2.6.2 Is there anything obviously wrong with the code or the exported json tile map? Maybe there is a special way to export maps from tiled? Help would be appreciated. Thanks. game = new Phaser.Game(600, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.tilemap('map', 'assets/map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tmw_desert_spacing', 'assets/tmw_desert_spacing.png'); } function create() { map = game.add.tilemap('map'); map.addTilesetImage('tmw_desert_spacing'); layer = map.createLayer('Tile Layer 1'); } { "height":14, "layers":[ { "data":[0, 0, 0, 40, 40, 40, 40, 40, 40, 40, 40, 0, 0, 0, 0, 0, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 0, 0, 40, 40, 40, 40, 0, 0, 40, 40, 0, 0, 40, 40, 40, 0, 40, 40, 0, 40, 0, 0, 40, 40, 0, 0, 0, 40, 40, 40, 40, 40, 40, 0, 0, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 0, 40, 0, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 40, 0, 40, 0, 40, 0, 40, 40, 40, 40, 40, 0, 40, 40, 40, 0, 40, 40, 0, 40, 0, 40, 40, 0, 40, 0, 40, 40, 40, 0, 0, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 40, 40, 0, 0, 40, 40, 40, 40, 40, 40, 40, 40, 40, 0, 0, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 0, 0, 0, 0, 0, 40, 40, 40, 40, 40, 40, 40, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 40, 40, 40], "height":14, "name":"Tile Layer 1", "opacity":1, "type":"tilelayer", "visible":true, "width":14, "x":0, "y":0 }], "nextobjectid":1, "orientation":"orthogonal", "renderorder":"right-down", "tiledversion":"1.0.1", "tileheight":32, "tilesets":[ { "firstgid":1, "source": { "columns":8, "image":"tmw_desert_spacing.png", "imageheight":199, "imagewidth":265, "margin":0, "name":"tmw_desert_spacing", "spacing":0, "tilecount":48, "tileheight":32, "tilewidth":32, "type":"tileset" } }], "tilewidth":32, "type":"map", "version":1, "width":14 }
  3. Hey. So im trying to make a game where you can pickup this box with a chicken. This is the code i use to create the box, but it says error: "" What's going on? I've a version where i dont have any states for the game, and it's working fine. But when i try to implement my code inside the game with states code, it comes up with this error. The rest of the code is working fine for (var i = 0; i < 1; i++) { //box var b = boxGroup.create(0, 0, 'box'); b.name = 'box' + i; b.exists = false; b.visible = false; b.checkWorldBounds = true; b.events.onOutOfBounds.add(function(){resetBox, this}; var idle = b.animations.add('idle'); b.animations.play('idle', 10, true); b.body.drag = new Phaser.Point(100, 100); b.body.drag.y = -400; b.anchor.setTo(0.5, 0.5); b.scale.setTo(0.6, 0.6); b.body.setSize(231.6, 226.8, 50); b.body.collideWorldBounds = true; }
  4. Lukripar

    Scene not defined.

    I'm trying to code a simple game using scenes. I am new to Phaser 3 and relatively new to coding in general so I may be making a dumb mistake. I've just hit a wall. I'm trying to get my main menu "start" button to start the game state. Simple enough right? But when I run the files on http-server, i get: ``ncaught ReferenceError: Game is not defined at testmain.js:6`` my html: <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>FCM Classes Test</title> <script src="//cdn.jsdelivr.net/npm/phaser@3.9.0/dist/phaser.js"></script> </head> <body> <canvas id="canvas"></canvas> <script type="module" src="js/testmain.js"></script> <script type="module" src="js/scenes/game.js"></script> <script src="js/scenes/mainMenu.js"></script> <script src="js/scenes/preload.js"></script> </body> </html> main.js var config = { type: Phaser.AUTO, width: 800, height: 800, parent: "#canvas", scene: [Preload, MainMenu, Game ], title: 'Fantasy Cage Match' } let game = new Phaser.Game(config); mainMenu.js let startButton, menubg; class MainMenu extends Phaser.Scene{ constructor() { super({key: "MainMenu"}); } create() { this.menubg = this.add.image(400,400,'menubg'); this.startButton = this.add.sprite(400, 400, 'startbutton').setInteractive(); this.startButton.on('pointerdown', function startGame(pointer){ this.scene.start('gamescene'); }, this); } } and my game.js I haven't added any other code because I just want to see my sprite move around on screen.. (I know i haven't done anything with cursors yet..) import Player from '../characters/Player.js' let bg, cursors, player; class Game extends Phaser.Scene{ constructor() { super({key: "gamescene"}); } create(){ bg = this.add.image(400,400,'background'); player = this.add.sprite(400,400,'dude'); this.player = new Player(this) setupCollision(this) } } First time posting, so I'm sorry if I didn't follow correct etiquette. Thanks in advance for any ideas.
  5. So i'm trying to switch scenes when a tween is complete, however i get the titular error 'Cannot read property 'start' of undefined' , and i don't know why this is... Here's the code: class StartScreen extends Phaser.Scene{ constructor(){ super({key: "StartScreen"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); } create() { this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127 }), repeat: -1 }); this.add.sprite(1024/2 , 400, 'background').play('stars', true).setScale(2.5); this.logo = this.add.image(1024/2 , 300, 'Logo').setScale(2); this.text = this.add.text(320, 450, 'Push Enter', { font: '50px NES', fill: '#FFF'}); this.enter = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER); } update(){ if(this.enter.isDown){ this.text.destroy(); this.enter = ''; this.tweens.add({ targets: this.logo, y: 150, duration: 2000, onComplete: this.onCompleteHandler }); } } onCompleteHandler(){ this.scene.start('MainMenu'); } } class MainMenu extends Phaser.Scene{ constructor(){ super({key: "MainMenu"}); } preload() { this.load.image('Logo', 'assets/Logo.png'); this.load.spritesheet('background', 'assets/backs.png' , { frameWidth: 480, frameHeight: 320 }); this.anims.create({ key: 'stars', frames: this.anims.generateFrameNames('background', { start: 0, end: 127 }), repeat: -1 }); this.add.sprite(1024/2 , 400, 'background').play('stars', true).setScale(2.5); this.add.image(150 , 300, 'Logo').setScale(2); } create() { } }
  6. ddabrahim

    BUG:animationFrame is undefined

    Hi I get the following error message with Phaser 3.1.2 when trying to run the project from this tutorial: http://phaser.io/tutorials/making-your-first-phaser-3-game
  7. programmerJohn

    onInputDown shenanigans

    <html> <head> <script src="phaser.js"></script> </head> <body> <h1>Card Game</h1> <script> var config = { type: Phaser.AUTO, width: 1200, height: 1000, scene: { preload: preload, create: create, update: update } }; game = new Phaser.Game(config); var counter = 0; function preload () { this.load.image('background', 'assets/background.jpg'); this.load.image('wolf', 'assets/wolf.png') } function create () { this.add.image(600, 500, 'background'); creature = this.add.group(); creature.inputEnableChildren = true; wolf = creature.create(600, 500, 'wolf'); wolf.onInputDown.add(listener, this); } function listener(sprite){ console.log('click'); } function update () { } </script> </body> </html> The code above is supposed to log "click" on the console whenever the wolf image is clicked but instead I get an error after multiple hours of trying to fix it, I conceded and came to ask for help. Many thanks in advanced.
  8. Hi everyone, Video (mp4 or webm) doesn't play on firefox android -> "NS_ERROR_NOT_AVAILABLE" I use Phaser CE v2.10.0 and CANVAS , I unlock the videos before. does not work on examples either : https://phaser.io/examples/v2/video/play-video Thank you in advance !
  9. royibernthal

    WebGL and XML errors

    I'm using the latest bjs alpha, a few old errors disappeared (fixed I guess), and new ones appeared. These are internal bjs errors that are not related to my code as far as I can tell. 1) I don't know what this is related to. 2) This error is logged for each .babylon file I'm loading. Why am I getting an XML parsing error on a .babylon file written in JSON format?
  10. hopgop1

    Basic Troubleshooting Help

    Hi, I'm a relative noob to javascript and Phaser, and I'm having an issue coding my first proper game. I'm using Phaser version 2.6.2 and the latest version of Chrome browser. I'm asking the user a basic maths question, but when I draw the buttons for the user to click they appear but aren't clickable. Here is the console error: And here is the code I believe to be causing the error: game.add.button(50, 250 + i * 75, "buttons", this.checkAnswer).frame = i; And there is also this bit of code to draw the button mask: this.buttonMask = game.add.graphics(50, 250); this.buttonMask.beginFill(0xffffff); this.buttonMask.drawRect(0, 0, 400, 200); this.buttonMask.endFill(); numberTimer.mask = this.buttonMask; Any help would be appreciated, if you need any extra information to help me I'll gladly provide it. Been staring at this problem for over a week and I just can't figure out what's wrong, I hope it's something simple I'm doing wrong. Thanks
  11. Hi, I am trying to load the Dude.babylon, set its position and enable physic engine in order to he collides with the ground. It is almost working : https://www.babylonjs-playground.com/index.html#YYQ1LC#35 I tried different way of loading and it change nothing. I have some problems : As soon as I add the physicImpostor, I have an error message in the console, even if the dude is loaded and displayed : BJS - [18:05:26]: Unable to import meshes from Scenes/Dude/Dude.babylon: Error in onSuccess callback As soon as I add the physicImpostor, positionning start to bug (every character are in the same place) Finaly, I have to use MeshImpostor and I would like to simplify collision with a box, but replacing MeshImpostor by BoxImpostor doesn't work, why ? How to not use MeshImpostor ? (I tryed to create parent mesh but without success) Thanks
  12. Error - WebGL: INVALID_VALUE: texImage2D: width != height for cube map at the beginning of the scene rendering error for the environment I use .dds texture 2048x1024 When I remove it from the scene everything is working fine. What to do about it?
  13. Hi! first of all, sorry if ive posted in the wrong section, but i wasnt sure if this was a bug or user error! http://www.babylonjs-playground.com/#825NJL#1 here is a playground of what im trying to do for work, please excuse the eye as i am unable to use the actual texture. its basically a wake for a boat. in the above playground the wake grows in the y axis. but I additionally need it to grow in the x axis but the buttom two verts at a faster rate than the top two. I created a updateParticleVertex function which worked perfectly using Babylon version 3.0 unfortunately I had to update to 3.1.1 (and have also tried 3.2.0-alpha2) which now when i uncomment line 48 - localScene.SPS.computeParticleVertex = true; - it throws the following error - SCRIPT5007: Unable to get property 'length' of undefined or null reference. which points to a minified piece of code even though i downloaded the un minified option ( this is the line it is pointing to if this helps - babylon.custom.js (17,29530)) I am using IE11 (unfortunately) due to customer request. is this a bug or can anyone tell me where my user error is? thanks and please do ask me a question if i am being unclear in any way! Thanks again, John.
  14. I have a lot of instances in my scene, and some of those instances have other instances as parents (not sure if this matters). So, whenever I dispose of one of those instanced meshes, my scene crashes.
  15. Dimaslocoxtr

    Error in animations

    Hi, im new in phaser i have an error in animations when i press de right key i doesnt play the animation.
  16. Hello ! I'm working on a game and I need to the GUI extension. So, as needed, I added this line after including the babylon.js file, I made run my script but I get this error It's been yesterday I was looking for the answer but I did'nt find any Please help me, Thanks !
  17. Rodrigo

    Frame Fit Error Override.

    Hi, I'd like to know if there could be any unwanted consequences or behavior if I comment out the error thrown when a frame doesn't fit in the base texture: https://github.com/pixijs/pixi.js/blob/dev/src/core/textures/Texture.js#L567 The thing is that I'm getting the error between the 8th or 10th decimal, something like this: 20.3333333333 + 20.6666666668 > 41 A brief description of what I'm doing is working with responsive images that are sliced by a specific amount of horizontal slices (depending on the screen height), each slice is an integer. Since the images are scaled before slicing the real size has to be corrected by that scale which leads to this numbers with all those decimal positions. Would be even noticeable if the error is commented out?. Could be possible for PIXI to throw an error after creating the slices in another situation?. The slices are moved by the user with touch events and the problem always appears in the final slice and for some specific image sizes and screen resolutions. Unfortunately I don't have any control over the image size. I don't know how many decimals PIXI actually needs in order to work properly, but this is math versus rendering. The math indicates that the number is bigger, no questions there, but with rendering in mind, will the 8th or 10th decimal of a pixel does even get rendered?. does it make a difference?, is it noticeable even in retina screens?.
  18. nodejs

    Playground Error

    Somtehing went wrong with the playground. Has Anyone else this error ?
  19. hi, The error message does not print on console page if it is triggered right after an asset is loaded, has anyone met the same issue? https://www.babylonjs-playground.com/#11BH6Z#312 If I give it a little delay then it shows normally. This also happens when I use assetsManager.addMeshTask.
  20. I am currently learning Phaser by doing examples. Got into the dragon creature example, I need to import additional add-ons for Phaser. I tried to import these JavaScript files. <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-minimum.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-no-physics.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-split.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/pixi.js"></script> These files are irrelevant for the dragon example. But, interesting error happened, `... is not a constructor`. For example `pixi.js:76 Uncaught TypeError: PIXI.Point is not a constructor`. The error happened when I imported the JavaScript file, even without any other JavaScript codes written. Why is that so? Can some explain what this error meant to me? And why the error happens by importing the JavaScript files? Example of the error. Uncaught TypeError: PIXI.Point is not a constructor at Phaser.Stage.PIXI.DisplayObject (pixi.js:76) at Phaser.Stage.PIXI.DisplayObjectContainer (pixi.js:904) at new Phaser.Stage (phaser-split.js:9193) at Phaser.Game.boot (phaser-split.js:13780) at Phaser.Device._readyCheck (phaser-split.js:40872)
  21. Hello everybody I write my first application, add physics for my player, add cursors , input keyboards. En error you will see on the screenshots. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'gameDiv'); var spacefield; var backgroundv; var player; var cursors; var mainState = { preload: function(){ game.load.image('starfield', "assets/starfield.png"); game.load.image('player', "assets/player.png"); }, create: function(){ spacefield = game.add.tileSprite(0, 0, 800, 600, 'starfield'); backgroundv = 5; game.add.sprite(game.world.centerX, game.world.centerY + 200, 'player'); game.physics.enable(player, Phaser.Physics.ARCADE); cursors = game.input.keyboard.createCursorKeys(); }, update: function(){ spacefield.tilePosition.y += backgroundv; if(cursors.left.isDown){ player.body.velocity.x = -350; } if(cursors.right.isDown){ player.body.velocity.x = 350; } } }; game.state.add('mainState', mainState); game.state.start('mainState'); Whats wrong?
  22. Good afternoon, I am attempting to run the first tutorial of Phaser JS (https://phaser.io/tutorials/making-your-first-phaser-game/part2) after you setup your local server and save the files to the web root. This is the error I am getting when trying to put the star on the black background: Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at file:///C:/wamp64/www/phaser_tutorial_02/assets/star.png may not be loaded. at Object.b.createWebGLTexture (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:13974) at b.WebGLSpriteBatch.flush (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:22659) at b.WebGLSpriteBatch.render (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:20300) at b.Image.b.Sprite._renderWebGL (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:3:13555) at b.Stage.b.DisplayObjectContainer._renderWebGL (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:3:10848) at b.WebGLRenderer.renderDisplayObject (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:12898) at b.WebGLRenderer.render (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:12357) at b.Game.update (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:8:1288) at b.RequestAnimationFrame.updateRAF (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:11:18693) at window.requestAnimationFrame.forceSetTimeOut._onLoop (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:11:18587) Can someone help me solve this mystery. I am using Wamp and I am running the files through the localhost web server. Thank you so much for your help in advance, i am very excited to start coding games with Phaser. I have a degree in Web application development but I have yet to make a game. - Brian
  23. Hi, I am trying to import BABYLON, but TypeScript is complaining that it 'cannot find namespace BABYLON', As a result, I cannot compile my files with gulp. I have tried everything to get this to work, and have spent the last two days googling, to no avail. I have tried: import * as BABYLON from './babylon'; import * as BABYLON from './babylon.module'; import { BABYLON } from './babylon'; import { BABYLON } from './babylon.module'; import './babylon'; import './babylon.module'; None of them work. I have attached a screenshot of the error I am getting, and my folder setup. Hopefully someone could explain to me how to get this to work, thanks in advance!
  24. Hi all, i am trying to use Pixijs inside a vue instance and have encountered a strange issue. I know it might no be directly related to Pixi.js and you can jump to the tl;dr section for a question about how to update sprites locations, thanks, ------------------------------ All worked as expected when i used the particle container example from Pixi's official website. https://jsbin.com/jewapiyuzo/1/edit?html,js,console,output But now I want to have more control over the location of those sprites, like using an array to re-assign x, y, of each sprite. so I add a reference of pixi instance as vue's data element at line 12 and received an error It would throw a similar error if I want to pass a reference of ``maggots`` by using this.pixiInstance = maggots. jsbin seems to have added some protection or sandboxed this but it would caused a stackoverflow if you run this directly inside Chrome. So I am really desperate here on how to access ``maggots`` so I can loop thru and update all its elements... My last resort would be removing the canvas dom element and redraw it everytime i have to update the sprites data. i really don't want to do that Edit1: I am using the import below to import pixi, not sure if this would make any difference. =================TL;DR and Pure Pixijs question========================= Once you have initialized a Pixjs instance and have added sprites to it, what's the best way to access the instance so you can loop and update sprites' x, y values?
  25. Hi, Got error on android device when createInstance is used ,PG. Device: Galaxy Tab 3 WebGl: renderer:"PowerVR SGX 544MP2", vendor:"Imagination Technologies", version:"WebGL 1.0 (OpenGL ES 2.0 Chromium)" Android: 4.4.2 Error: Uncaught TypeError: this._gl.vertexAttribDivisor is not a function at n._bindVertexBuffersAttributes (babylon.js:5) at n.recordVertexArrayObject (babylon.js:5) at t._bind (babylon.js:15) at r._renderWithInstances (babylon.js:12) at r._processRendering (babylon.js:12) at r.render (babylon.js:12) at t.render (babylon.js:13) at t.renderUnsorted (babylon.js:9) at t.render (babylon.js:9) at t.render (babylon.js:8) [.Offscreen-For-WebGL-0x6f7cfc20]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command [.Offscreen-For-WebGL-0x6c2ab010]GL ERROR :GL_INVALID_ENUM : GLES2DecoderImpl::ClearWorkaround: <- error from previous GL command