Roy Bregman Posted February 5, 2018 Share Posted February 5, 2018 Phaser CE v2.7.8 We have added some logging in our live environment to report all errors to console. I have noticed quite a lot errors of "Incomplete GL framebuffer. ". We cannot reproduce this issue and have no idea what can cause the issue and what is the effect on our players. This error comes from Phaser.js - _CreateFramebuffer function. if(fbStatus !== gl.FRAMEBUFFER_COMPLETE) { console.error('Incomplete GL framebuffer. ', _fbErrors[fbStatus]); } I would be happy if someone can help me understand why this error occurs and how to reproduce this issue. Link to comment Share on other sites More sharing options...
PsichiX Posted February 5, 2018 Share Posted February 5, 2018 can you provide some live experiment to make us able to debug this case? Link to comment Share on other sites More sharing options...
samme Posted February 5, 2018 Share Posted February 5, 2018 https://www.khronos.org/opengl/wiki/Framebuffer_Object#Framebuffer_Completeness Link to comment Share on other sites More sharing options...
Roy Bregman Posted February 8, 2018 Author Share Posted February 8, 2018 On 2/5/2018 at 3:41 PM, PsichiX said: can you provide some live experiment to make us able to debug this case? No, this is part of my problem. I see it only in our logs but I can't reproduce this at all Link to comment Share on other sites More sharing options...
Roy Bregman Posted February 8, 2018 Author Share Posted February 8, 2018 On 2/6/2018 at 1:44 AM, samme said: https://www.khronos.org/opengl/wiki/Framebuffer_Object#Framebuffer_Completeness Thanks, I saw this article but as I have no experience in WebGL I have a to admit I don't understand much out of it Link to comment Share on other sites More sharing options...
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