I meant to start default, and go up high-performance
but… it would still have uncertainty after going up. ![]()
perhaps use local/sessionStorage?
![]()
I meant to start default, and go up high-performance
but… it would still have uncertainty after going up. ![]()
perhaps use local/sessionStorage?
![]()
The WebGL 1.0 specification is explicit:
The WebGLContextAttributes object is only used on the first call to getContext. No facility is provided to change the attributes of the drawing buffer after its creation.
The WebGL 2.0 specification doesn’t say explicitly, but also doesn’t list any changes from 1.0 regarding this.
I suspect my old unidentified issue might be related to this.
Sorry I can’t share the full sentry event.
This looks to be crashed randomly on shader compile, texture creation, vertex buffer creation, etc.
This is our most frequent issue impacting about 0.25%
ps: The power preference fix is not deployed yet to confirm the resolution.
Let us know the results.
I don’t believe that it’s a magic cure for all mobile realated issues but how I wrote:
even low-power didn’t fix the issue.
I still have unknown reason for random “Unable to create vertex buffer” ![]()
I’m willing to help, but need to know the exact details aka your code/assets.
Thank you for such kindness. ![]()
I would have shared everything if it was my personal project…
Alas, I will share what I can while tackling this!
Hey, I looked up the EngineOptions but couldnt find a powerPreference parameter. Did they remove this parameter in newer Versions?
This is part of the context attributes used within the options: HTMLCanvasElement: getContext() method - Web APIs | MDN
In addition to @sebavan’s answer:
EngineOptions extends the browser’s WebGLContextAttributes interface. This is where the powerPreference property is coming from.
interface EngineOptions extends AbstractEngineOptions, WebGLContextAttributes