Closed stepancar closed 1 year ago
Maybe call stack will be helpful Frame 3: enableVertexAttribArray 2 drawElements disableVertexAttribArray 2 enableVertexAttribArray 2 disableVertexAttribArray 2
Frame 5: enableVertexAttribArray 2 set point buffer for attrib 0 true set point buffer for attrib 1 true set point buffer for attrib 2 true drawElements disableVertexAttribArray 2 enableVertexAttribArray 2 disableVertexAttribArray 2 deleteBuffer releaseArrayBuffer 0 releaseArrayBuffer 1 releaseArrayBuffer 2
Next frames are transparent >>> Frame 35: enableVertexAttribArray 2 set point buffer for attrib 0 true set point buffer for attrib 1 true set point buffer for attrib 2 true _drawElementsInstanced <<<<< HERE disableVertexAttribArray 2 enableVertexAttribArray 2 disableVertexAttribArray 2 deleteBuffer releaseArrayBuffer 0 releaseArrayBuffer 1 releaseArrayBuffer 2
Thanks for the fix!
@dhritzkiv , Are you sure it's a good fix? Because I've checked it only for my case, I tried to figure out with code, but no luck.
@dhritzkiv If you could explain how does it work it would be awesome! Thank you!
@dhritzkiv , we are running this fix on production for a week and don't see any issues. Can we release new package version with this fix?
@dhritzkiv , can we release new version?
Hello! I'm trying to fix this issue with skottie animation
https://github.com/michaeljherrmann/skottie-issue
Under the hood at some point skia, calles WebGLVertexArrayObjectAttribute._clear which sets
this._vertexObjectState._attribs[0]._isPointer
to false.and this code executes https://github.com/stackgl/headless-gl/blob/master/src/javascript/webgl-rendering-context.js#L1974-L1976
After that rendering anything with webgl canvas does not any effect.
When I removed
if statement
, it worked fine.I found this PR https://github.com/stackgl/headless-gl/pull/160 It seems like the problem is similar
Could you validate it? does it make sense?
Thank you!
As a workaround we create new webgl context on every frame 👎