three.js: First-time rendering fails on the Chrome browser
Description of the problem
The first time calling of ‘renderer.render’ will draw nothing in the Chrome browser (v61 or after).
The test code:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var draw = function () {
cube.rotation.x += 0.1;
cube.rotation.y += 0.1;
renderer.render(scene, camera);
};
draw();
Three.js version
- Dev
- r87
- …
Browser
- [] All of them
- Chrome
- Firefox
- Safari
- Internet Explorer
OS
- All of them
- Windows
- macOS (10.13 High Sierra)
- Linux
- Android
- iOS
Hardware Requirements (graphics card, VR Device, …)
About this issue
- Original URL
- State: closed
- Created 7 years ago
- Comments: 20 (3 by maintainers)
It sounds like this reduced test case https://github.com/KhronosGroup/WebGL/pull/2543 is sufficient, and we no longer need the reduced test case as @kenrussell had requested.
@Mann90 Can you please paste
about:gpuin your address bar and copy the entire page to a new pastebin./cc @kenrussell