after some browsing the warnings could be due to mime type not being registered in webpackdevserver, but I’m not sure what the file server could have to do with rendering wasm…
Another thing: when I try to test it in regular Chrome (stable or beta) with the chrome://flags/#enable-unsafe-webgpu enabled Babylon still says ‘WebGPU is not supported by your browser’. Am I missing something?
I just resolved my second question: I should have used Chrome Canary and not Chrome Beta.
Now at least I got the playground working in Chrome and it gives the same warnings, so those are not the problem.
Are you using ES6? We need BABYLON to exist in the global namespace because of some initialization code for the TintWASM module. So, in ES6, you have to do something like:
import * as BABYLON from "@babylon/core";
(window as any).BABYLON = BABYLON;
We will need to get rid of that, but for the time being it’s required.
ah, that is a simple solution. For now that probably means the bundle will contain all of Babylon, but that is manageable.
Not getting any errors anymore, but not seeing any meshes either. Only an all white screen (which is not the clear color) so I have some work to do .
Thanks for now.
Probably related. The window babylon was fixed but still seeing the “wrong mime type” error, is this something fixable in the cdn ? or should we host the glslang and twgsl ? is there a package containing those files ? so probably I’ll need a predeploy copy command