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).
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.
bd|12 years ago
cskau|12 years ago
viraptor|12 years ago
rikkus|12 years ago
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.
rikkus|12 years ago