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WebXR error in WebGPURenderer / WebGLBackend in non layer devices #31193
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It's the emulator. I can bring it up in the Quest. But is also a problem on the Rift via chrome. |
I updated the title. It's ok in Quest 2 somehow. Just in Chrome / Rift non layer WebXR and the immersive emulator extension. |
I see that it renders incorrectly if I turn layers off. I usually test with that before submitting but must have missed it |
It's all good easily missed. There is so much stuff in there to test case now. I wonder if there is a way to headless test WebXR for layers / non layers ? Is that already happening ? |
I hope I can still update this ticket. I updated and now I get framebuffer errors with no XR display. In both Rift in Chrome and the emulator extension. So non layer XR. In the rift it's in the home screen so won't launch XR. https://electroteque.org/dev/three/examples/webgpu_xr_cubes.html |
It's just a warning from chromium. I'll silence it. |
never mind. I'm sorry confirming it's ok on Rift. I had the extension enabled. warnings can be ignored. Will close. |
Yes. The warning was valid
…On Fri, May 30, 2025 at 11:13 AM Michael Herzog ***@***.***> wrote:
*Mugen87* left a comment (mrdoob/three.js#31193)
<#31193 (comment)>
@cabanier <https://github.com/cabanier> Should we still keep #31201
<#31201> and merge the proposed
changes?
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Description
I just pulled changes into a merged fork for a PR I made. And found errors in WebXR so it's stopping working altogether. I am not sure what it is. I checked against a fresh checkout.
It's suggesting this is null
three.js/src/renderers/webgl-fallback/WebGLBackend.js
Line 600 in c0088a7
Related to #31134
Reproduction steps
Code
// code goes here
Live example
Screenshots
Version
176
Device
Desktop
Browser
Chrome
OS
Windows
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