Environment
I'm running WebGazer in a webview using the web engine of Qt5.15.2 framework - running Chromium 83 - in a Windows environment.
Scenario
This is the scenario of my issue:
Using the Desktop OpenGL: In this case Webgazer does not work (Face detection never succeeds with no console errors). The WebGL reports (https://webglreport.com/) show that the browser supports WebGL 1 & WebGL 2.
Using OpenGLES (embedded): In this case Webgazer is working with low performance. The difference in the WebGL reports:
WebGL 1 is supported, WebGL 2 is supported but disabled.
Detecting ANGLE D3D11 on WebGL 1.
After that, I checked how Webgazer is behaving on different environments:
iPhone (WebGL 1 only, without ANGLE) -> Working.
Android (WebGL 1 & 2, without ANGLE) -> Working.
Macbook (WebGL 1 & 2, without ANGLE but Iris) -> Working.
Questions
These are my issues/questions:
What is the relation between WebGazer and OpenGL/WebGL?
Any known environment requirements of WebGL versions or ANGLE, vulkan.. etc?
The next major release of my chosen framework Qt6.2 will have no support for OpenGLES, which is the only way I got WebGazer to run. Any chance anyone have an idea how to run it in a different way?
Environment I'm running WebGazer in a webview using the web engine of Qt5.15.2 framework - running Chromium 83 - in a Windows environment.
Scenario This is the scenario of my issue:
Using the Desktop OpenGL: In this case Webgazer does not work (Face detection never succeeds with no console errors). The WebGL reports (https://webglreport.com/) show that the browser supports WebGL 1 & WebGL 2.
Using OpenGLES (embedded): In this case Webgazer is working with low performance. The difference in the WebGL reports:
After that, I checked how Webgazer is behaving on different environments:
Questions These are my issues/questions: