As I embark on my journey to create my first card game using THREE.js for Firefox and Chrome, I have encountered a perplexing issue with disappearing textures.
The purpose of this post is to gain insights into why this issue occurs and how I can resolve it. My questions will follow at the end of this post.
The problem seems to occur more frequently when switching browser tabs before the scene finishes loading.
I have meticulously reviewed my code to ensure that I am not assigning new materials to existing meshes in the scene, ruling out that possibility.
Despite experimenting with various solutions from Stack Overflow, such as removing specular maps and adjusting material update flags, the issue persists.
Although I have explored similar posts on this topic, none of the suggestions provided have successfully resolved the problem thus far.
The error message reads:
256 [.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
WebGL: too many errors, no more errors will be reported to the console for this context.
The steps taken to create the card object are outlined below:
- Create a base geometry upon game load
- Reuse the base geometry for all cards being created
Here is the snippet for creating the base geometry:
(function createGeometry() {
// Geometry creation logic goes here...
})();
And here is the function responsible for creating the card:
function createCard(texturePath) {
// Card creation code here...
}
Now onto the questions:
- What additional steps can I take to troubleshoot and fix this issue?
- Could this problem be related to rendering the scene before objects are added?
- Is the issue possibly caused by rendering the scene before texture resources are fully loaded?
- Even after implementing load checks with window intervals, the error persists sporadically - any advice on tackling this?
- Is there an option to capture WebGL errors and trigger a re-render of the scene? Would this be a viable solution?
In summary, an intermittent WebGL error is impacting my project during the initial load stages within THREE.js framework.
Thank you for your assistance.
THREE.js r66
EDIT: Additional screenshots have been included showcasing the error and normal states post-reload.
One reload later, everything is normal
EDIT AFTER RESOLVING:
Upon closer inspection, I realized that utilizing the same geometry for all Card Objects in the scene was causing the issue.
The simple adjustment I made:
var cube = new THREE.Mesh(DBZCCG.Card.cubeGeo.clone(),
new THREE.MeshFaceMaterial(cardCoverBackMaterials));
This change raised a question: Shouldn't I reuse the same geometry?
Although I'm still unclear about why this modification eliminated the error, I seek an explanation regarding why it resolved the bug (and potentially why it was occurring).
Interestingly, when I conducted a test case with around 50 lines of code mimicking the scenario, reusing the geometry did not trigger the error. This further adds to the mystery surrounding the root cause of the problem.