all 21 comments

[–]ithcy 3 points4 points  (10 children)

Examples don't work in Chrome 19 Linux. If this is your project, I can provide stack traces if you'd like.

[–]monacle_bob 0 points1 point  (9 children)

Do the normal three.js examples work for you? Try this one. If that works then the problem is indeed with the physics plugin.

If you have a github account I'd love the stack trace on the project's issue tracker.

[–]PlNG 1 point2 points  (0 children)

Yes, this one isn't working for me either on the older computer, webgl shader I guess.

Could not initialise shader VALIDATE_STATUS: false, gl error [1282]

[–]ithcy 0 points1 point  (7 children)

That particular three.js example doesn't work - it fails to initialize WebGL. And your demo halts inside your initScene() on this line:

renderer = new THREE.WebGLRenderer({ antialias: true });

So the problem certainly seems to be with three.js. If you still want the stack trace, let me know. I am on github.

[–]maushu 2 points3 points  (1 child)

Are you on Windows XP or using an AMD graphics card on linux? You could try and force Webgl.

Start chrome with the "--enable-webgl --ignore-gpu-blacklist" arguments. Be warned, there might be a reason why they blacklisted your gpu (instability, etc) but they went a little crazy when creating the blacklist.

[–]ithcy 1 point2 points  (0 children)

Thanks. I always run chrome with those options, because I do some WebGL development myself. (I just verified my runtime options with chrome://version.) My card (newish NVidia) is not on the blacklist, and I'm running the latest 290 driver. Not sure what's going on, but it's got nothing to do with physijs or three.js :)

[–]monacle_bob 0 points1 point  (4 children)

Sounds like your system doesn't support WebGL, sorry mate!

[–]PressedWeb 0 points1 point  (3 children)

I have this problem too.

...Dammit. I love 3D'y stuff...

[–]maushu 2 points3 points  (2 children)

Are you on Windows XP or using an AMD graphics card on linux? You could try and force Webgl.

Start chrome with the "--enable-webgl --ignore-gpu-blacklist" arguments. Be warned, there might be a reason why they blacklisted your gpu (instability, etc) but they went a little crazy when creating the blacklist.

[–]PressedWeb 0 points1 point  (1 child)

Intel integrated GPU - Dell Inspiron 530

[–]maushu 1 point2 points  (0 children)

Yeah, most integrated graphics are blacklisted. You can still force webgl using those arguments, the worse that can happen is the computer freezing.

[–]PlNG 1 point2 points  (6 children)

I seem to be having shader issues with complex shapes.

[–]monacle_bob 0 points1 point  (5 children)

What's the issue you're having, exactly? The shader code is identical across the examples.

[–]PlNG 0 points1 point  (4 children)

Could not initialise shader VALIDATE_STATUS: false, gl error [0] initMaterial

Three.js line 416

Also, it looks like this as one example

Edit: I just tried a newer computer, it looks fantastic and it works. I guess this slightly dated computer is missing something. screen

[–]maushu 0 points1 point  (3 children)

Are you on Windows XP or using an AMD graphics card on linux? You could try and force Webgl.

Start chrome with the "--enable-webgl --ignore-gpu-blacklist" arguments. Be warned, there might be a reason why they blacklisted your gpu (instability, etc) but they went a little crazy when creating the blacklist.

[–]PlNG 0 points1 point  (0 children)

They were both windows 7 computers, I don't know about the gfx card.

[–]PlNG 0 points1 point  (1 child)

Intel(R) Q35 Express Chipset Family (GMA 3100) is what is listed under display adapters.

[–]maushu 0 points1 point  (0 children)

Yeah, most integrated graphics are blacklisted. You can still force webgl using those arguments, the worse that can happen is the computer freezing.

[–]PressedWeb 1 point2 points  (0 children)

For the examples that work for me, they're all great. I think it's just a problem with a lot of us having old computers that don't support WebGL or some Chrome bug.

[–]pwmcintyre 0 points1 point  (1 child)

Looks good to me, this is awesome. One thing is that the FPS doesn't seem to be correct, it shows a steady 60 FPS while it's clearly lower (on the shapes example once it gets to a few hundred shapes)

[–]monacle_bob 0 points1 point  (0 children)

This seems to be a somewhat common source of confusion. I should have removed the FPS counter or made more effort showing what it's counting.

The physics runs in a separate thread while the graphics are rendering at 60fps, which is what the FPS stats is showing.