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WebGL was not enabled on one of my machines in Chrome (while it was enabled in Firefox). This caused my visualizer to use high resources on one of my core's and fail to render anything in the window at startup (which could be difficult for a user to diagnose). There are a few steps you can take to check this and change this (tested with Chrome 53):
Checking if WebGL is enabled for Chrome
Go to "chrome://gpu/" and look under "Graphics Feature Status" for "WebGL".
If WebGL is not enabled, steps to take to enable it
Go to Chrome's settings menu. Hit "Show advanced settings..." . Under the "System" header, ensure that "Use hardware acceleration when available" is checked.
If Step 1 does not fix your problem, your hardware may be under Chrome's "blacklist" (some kind of list they have for unsupported system configurations). You can override this list by going to "chrome://flags" and enabling "Override software rendering list".
Suggestions for catching this problem
We should throw some warnings at users since it may be difficult to know what is going on from a user's perspective. Some of the three.js examples had some way of checking that WebGL was not turned on, although its warning message was ambiguous (i.e. "WebGL is not supported by your hardware", which is technically false since it was a problem with the settings in Chrome).
The text was updated successfully, but these errors were encountered:
WebGL was not enabled on one of my machines in Chrome (while it was enabled in Firefox). This caused my visualizer to use high resources on one of my core's and fail to render anything in the window at startup (which could be difficult for a user to diagnose). There are a few steps you can take to check this and change this (tested with Chrome 53):
Checking if WebGL is enabled for Chrome
Go to "chrome://gpu/" and look under "Graphics Feature Status" for "WebGL".
If WebGL is not enabled, steps to take to enable it
Suggestions for catching this problem
We should throw some warnings at users since it may be difficult to know what is going on from a user's perspective. Some of the three.js examples had some way of checking that WebGL was not turned on, although its warning message was ambiguous (i.e. "WebGL is not supported by your hardware", which is technically false since it was a problem with the settings in Chrome).
The text was updated successfully, but these errors were encountered: