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Hello guys
I recently found out that I couldn't use more than 8 YUV canvas with WebGL enabled in chrome (but no problems in firefox) and I got this error when trying to draw frames
WebGLFrameSink.js?b461:54 Uncaught TypeError: Failed to execute 'shaderSource' on 'WebGLRenderingContext': parameter 1 is not of type 'WebGLShader'.
at compileShader (WebGLFrameSink.js?b461:54)
at initProgram (WebGLFrameSink.js?b461:276)
at init (WebGLFrameSink.js?b461:314)
at WebGLFrameSink.self.drawFrame (WebGLFrameSink.js?b461:343)
It would apparently be caused by a "max WebGL active contexts limit" but i can't find many informations about it
that's why i suggest if you have a clue about how to deal with this that we add the support for webGL: auto that detects if webGL can be used (for this specific canvas ie if limit has not been reached) and falls back to cpu if not
The text was updated successfully, but these errors were encountered:
Hello guys
I recently found out that I couldn't use more than 8 YUV canvas with WebGL enabled in chrome (but no problems in firefox) and I got this error when trying to draw frames
It would apparently be caused by a "max WebGL active contexts limit" but i can't find many informations about it
that's why i suggest if you have a clue about how to deal with this that we add the support for webGL: auto that detects if webGL can be used (for this specific canvas ie if limit has not been reached) and falls back to cpu if not
The text was updated successfully, but these errors were encountered: