WebGL rendering issue with Intel HD Graphics 620 and Windows 10
Reported by
silvain....@sayduck.com,
Jul 6 2017
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Issue descriptionUserAgent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_5) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/59.0.3071.115 Safari/537.36 Steps to reproduce the problem: 1. Open https://www.helsingo.com/en/handle-models on a computer with an Intel HD Graphics 620 (or 520). 2. Look at the three.js viewer on the right hand side 3. The rendering is completely wrong, while there is no error in the javascript console. What is the expected behavior? On a machine with an Intel HD Graphics chipset, the rendering looks like the attached screenshot rendering_issue.jpg. It should look like rendering_correct.jpg. That correct screenshot was taken from a computer with a different GPU chip. What went wrong? The rendering of WebGL is completely wrong on computers with an Intel HD Graphics (tested with chipset 620 and 520 on Windows 10). However, no errors are present in the chrome console, and support should be fine for both webGL and webGL2 (see attached webGL report files). Also, the Graphics Feature Status of chrome://gpu has all elements green and "Hardware accelerated" (except for Native GpuMemoryBuffers which is not supported on Windows). Did this work before? N/A Does this work in other browsers? No Same behavior on all major browsers. Chrome version: 59.0.3071.115 Channel: stable OS Version: 10 Flash Version: I'm sorry if this does not belong here, as I'm not sure this is the correct place to report this issue, as it seems not specifically related to Chrome, but it seems relevant anyhow to report it. I tried reporting it to Intel too, but there bug reporting site won't let me create an account.
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Jul 7 2017
Hi! Thanks for your reply, and I of course understand that your job is not to debug our application. I'm not sure what you mean by self-contained test case though? At this url, you have only the rendering that I screenshot: https://sayduck.com/3d/jhqw?starting-variant=0od32t8kalqa Or do you want a minimal test (ie. pure webGL)?
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Jul 7 2017
Thank you for providing more feedback. Adding requester "kbr@chromium.org" to the cc list and removing "Needs-Feedback" label. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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Jul 7 2017
Looking at https://sayduck.com/3d/jhqw?starting-variant=0od32t8kalqa , I'm sorry, but we need a smaller, pure WebGL test case. We don't have the engineering manpower to dive into a customer's complex rendering algorithm and figure out why it's not rendering on a particular GPU type. On the other hand, if you can isolate the essential difference between this GPU and others, and it looks like a bug in the WebGL implementation or spec, we'll be happy to add a conformance test to make sure it behaves identically everywhere in the future.
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Jul 11 2017
Hi, Yes, I understand. I will come back to you when I have made a simpler pure webGL test case that illustrates the issue. Thanks for your help
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Jul 11 2017
Thank you for providing more feedback. Adding requester "kbr@chromium.org" to the cc list and removing "Needs-Feedback" label. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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Jul 11 2017
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Comment 1 by kbr@chromium.org
, Jul 6 2017Labels: Needs-Feedback