• Content Count

  • Joined

  • Last visited

  1. Then why could it possibly be turned off by default on a gaming PC?
  2. I was thinking, how could it be, that a gaming PC would have the hardware acceleration turned off by default. Imagine that you have just built a new PC. You need to download GPU drivers. Of course you will download chrome first. When chrome is installed, the GPU has no driver yet, so it will decide to turn off hardware acceleration. And this option is never checked again. Even after the driver is installed. Looks plausible to me
  3. Thanks, this helped. The app lags like hell, but at least it does not crash. Is there a way to detect which renderer is used right now? I could offer my users to turn on the hardware acceleration when they use canvas. By the way, I created an issue for that bug here https://github.com/pixijs/pixi.js/issues/6491
  4. I tried switching to pixi.js-legacy, but now I get this error. This happens at Mesh.prototype._renderCanvas.
  5. Thanks for a fast reply @ivanpopelyshev Here you said that masks usage can cause this error. I am not using masks in my project at all, and the official example with masks works fine. Does the example page use automated canvas fallback?
  6. Found this thread on github about the exact same problem https://github.com/pixijs/pixi.js/issues/5694 Looks like this is a Chrome specific problem. Some people have 'hardware acceleration' option turned off by default. What can we do as a developers? How can I detect that WebGL is disabled so I could show users some info on how to turn it on?
  7. Hi there, a big part of my users see a blank screen when they try to open my game webpage because of this error: When I ask them to visit https://get.webgl.org/ they say that WebGL is supported and works fine. I use Pixi.js version 5.2.1. 95% of this errors occur in the latest Chrome 80 browser on Windows 10 How can WebGL not be supported on computers with decent graphics cards and latest browsers? Has anyone faced the similar issue?