Project scenario:
three.js rendering model
Problem Description
It was working fine before, but after not paying attention to it for nearly a month, it suddenly reported an error.
Currently, it is found that it only appears in Google Chrome and not in Edge.
three.module.js:27681 THREE.WebGLRenderer: A WebGL context could not be created. Reason: Could not create a WebGL context, VENDOR = 0x8086, DEVICE = 0x4909, GL_VENDOR = Google Inc. (Intel), GL_RENDERER = ANGLE (Intel, Intel(R) Iris(R) Xe MAX 100 Graphics Direct3D9Ex vs_3_0 ps_3_0, igdumdim64.dll -30.0.101.1934), GL_VERSION = 30.0.101.1934, Sandboxed = yes, Optimus = no, AMD switchable = no, Reset notification strategy = 0x8252, ErrorMessage = BindToCurrentSequence failed: .
THREE.WebGLRenderer: A WebGL context could not be created. Reason: Failed to create a WebGL2 context.
Cause Analysis:
Maybe Google has gone crazy
solution:
1. Other authors’ solutions to other problems have been solved
- Enter it in the browser address bar
chrome://flags/
. - Set the Override software rendering list option to "Enabled". ,
- WebGL Draft Extentions option changed to enbale.
- For versions after Chrome 73, make sure Choose ANGLE graphics backend is "OpenGL".
Original link: https://blog.csdn.net/hbiao68/article/details/115071608
It is worth noting that Google Chrome sometimes selects Choose ANGLE graphics backend as "OpenGL", and the model rendering will be very laggy. Probably related to the graphics card.
2. Ignore error reports
This error does not seem to affect the rendering and use of the model, it is just annoying.
3. Change browser
It’s time to use Edge