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by User8712 4457 days ago
Anyone else running into blurring issues? I tested it out on Firefox and Chrome, and in both browsers the face texture is a blur. The high resolution only appears when I have the browser scaled horizontally small enough to cut off half of the head. If I scale it larger, it blurs out again.

http://i.imgur.com/Yd4jCme.jpg

5 comments

That's probably broken autofocus. It's done fully on GPU so it may be a bit tricky on some not-up-to-date drivers I guess.

Which browser / OS / GPU did you use?

Does this demo focus ok for you?

http://alteredqualia.com/xg/examples/animation_physics_ammo....

Yep, that demo works fine.

Firefox/Chrome, Windows 8.1, Intel HD 4000.

Did you get any errors/warnings in the console?

  XG [version 0 | build 410 | 2014-03-30]  xg.min.head.js:20
  XG: render target support autodetection START (please ignore following warnings)  xg.min.head.js:12
  WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable  deferred_skin.html:1
  XG: render target support autodetection END  xg.min.head.js:12
  [.WebGLRenderingContext]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete (clear)  deferred_skin.html:1
So far this was the only unexpected log.

Messages in other ones come regularly in capabilities autodetection (the only way how to find out rendering into which render target formats is supported is to do trial frame buffer creation and check for status, which also triggers built-in warnings).

But even this one could be bogus, I already noticed out-of-order logging into console before, so even this "framebuffer incomplete" error can be still part of the autodetection.

At this point I do not know, something is not behaving as it should be on these Intel GPUs, though curiously it does work ok on my older Intel HD 3000 under Windows 7.

If you can (on Windows), you can try to enable DX11 ANGLE rendering backend in Chrome and see it it makes any difference (more capabilities are available with DX11, I use different code paths when more advanced features are present).

It's available via chrome://flags/ under "Enable D3D11" and should work in current stable Chrome 33 (though in Chrome Canary 35 it does work better).

I'm getting a dark blurry version. The console has:

    TypeError: asm.js type error: expecting c.y where c is either the global or foreign parameter xg.min.head.js:2
    "XG [version 0 | build 410 | 2014-03-30]" xg.min.head.js:20
    "XG: half float textures not supported." xg.min.head.js:12
    "XG: linear filtering for half float textures not supported." xg.min.head.js:12
    "XG: fragment depth setting not supported." xg.min.head.js:12
    Error: WebGL: A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, because it is a 2D texture, with a minification filter requiring a mipmap, and is not mipmap complete (as defined in section 3.7.10). xg.min.head.js:11
    Error: WebGL: A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, because it is a 2D texture, with a minification filter requiring a mipmap, and is not mipmap complete (as defined in section 3.7.10).
HD4000 here too. Here's what's in the console:

XG [version 0 | build 410 | 2014-03-30] xg.min.head.js:20 XG: multiple render targets not supported. xg.min.head.js:12 XG: fragment depth setting not supported. xg.min.head.js:12 XG: render target support autodetection START (please ignore following warnings) xg.min.head.js:12 3 WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable deferred_skin.html:1 XG: render target support autodetection END xg.min.head.js:12 XG.DeferredRenderer: can't use multiple render targets, falling back to multipass.

And it looks like this: http://imgur.com/YjoGQPv
Yes same issue here (Intel HD 4400), turning off DOF fix it:

renderer.setDOF(false);

I got a extremely blur rendering and I tried what bd suggested in another thread -

  "Open JavaScript console, write:
  renderer.setDOF(false);"
It looked fine after that.
I'm having the exact same issue on Firefox / Windows 8.1 on an Intel Iris 5100, so it's probably an issue with Intel drivers.
Also Intel here (on Linux). I guess you may be right.
I tried to boot with my Intel HD 3000 enabled (secondary GPU in my Thinkpad) and while it was very slow, demo did work.

I'm on Windows 7. Weird it doesn't work on newer GPUs and newer OS, regresses do happen sometimes.

It does work for me elsewhere, on my Nvidia Quadro 2000M and oldie ATI Radeon HD3650, Chrome and Firefox, with DX9 ANGLE, DX11 ANGLE and OpenGL rendering backends.

Having issues on ChromeOS too, can see the head and eyes but it's all very blurry.