【问题】A WebGL context could not be created. Reason: Failed to create a WebGL2 context.

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

  1. Enter it in the browser address bar chrome://flags/.
  2. Set the Override software rendering list option to "Enabled". ,
  3. WebGL Draft Extentions option changed to enbale.
  4. For versions after Chrome 73, make sure Choose ANGLE graphics backend is "OpenGL".
    Insert image description here
    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

Guess you like

Origin blog.csdn.net/jiangxinyu50/article/details/130572504