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App crashes on load (THREE.WebGLRenderer: EXT_blend_minmax extension not supported) #4
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Can you share a repo for me to look at? I'd need to see where three is failing. |
I am seeing the exact same - with unmodified repo r3f-native-starter. Let me know if I can assist in any further logging or debugging |
I can't recreate the crash behavior, but three should handle extensions gracefully. expo-gl gives us a WebGL 2 context where this extension is native so this warning looks out of place. I'd need to see the full stack trace to dig any further. |
Same crash behavior here.
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NPM had some issues earlier but we rolled out a patch in Can you update and see if this persists and which three versions are affected? |
Still see same error in IOS, Android seems to work fine: "dependencies": { THREE.WebGLRenderer: EXT_color_buffer_float extension not supported. |
Which devices are you testing on? IOS version? |
via Simulator on an iPhone 13 running ios 15.2, |
I have the same problem, it doesn't work on iPhone 13, it works on Android |
@CodyJasonBennett This error still occurs when I try to load GLB with maps. Is there a solution for this? Thank you very much. |
Hey @XiongMeng1992, would you mind to elaborate what do you mean by GLB with maps? I keep getting crashes in production with every glb file except for the one in the example and I can't figure out why (I barley know anything about 3D..) |
Maps would refer to textures. It's particularly problematic when embedding them into a GLB over the filesystem since react-native doesn't implement some web APIs needed to unpack them. See pmndrs/react-three-fiber#1972. |
Thanks a lot for the quick response. I saw that issue and I've been trying to export basic models from blender without textures with no luck, even opening the example file in blender and exporting it again fails. Obviously, this is a 3D problem and here is not the place to ask for this, I apologise for that. But, could I ask where the iphone.glb file did originally came from? maybe this is somehow helpful. |
The model comes from my former projects, there's a whole bunch in https://github.com/CodyJasonBennett/device-models/tree/master/design. I don't export with any sort of DRACO compression, but I've kept them relatively low poly for performance reasons. The issue with assets loading in dev and not prod sounds like a deeper issue. I might refer you to pmndrs/react-three-fiber#2577 which I haven't investigated yet but will be actively looking into. |
Thank you, I will play around with the rest of the models, see if I get more insights. |
Hi! Thanks for building this, it's awesome. I'm having this error when loading the app:
THREE.WebGLRenderer: EXT_blend_minmax extension not supported. at node_modules/three/build/three.js:12511:5 in get at node_modules/three/build/three.js:15905:21 in WebGLState at node_modules/three/build/three.js:18835:11 in initGLContext at node_modules/three/build/three.js:18866:15 in WebGLRenderer at node_modules/@react-three/fiber/dist/index-ff3eb68b.cjs.dev.js:1609:19 in createRendererInstance at node_modules/@react-three/fiber/dist/index-ff3eb68b.cjs.dev.js:1672:49 in render at node_modules/@react-three/fiber/native/dist/react-three-fiber-native.cjs.dev.js:330:4 in React__namespace.forwardRef$argument_0
Then it crashes.
Any suggestions?
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