Workshop not completely loading
groovemaster10k a commencé cette discussion dans Bug Reporting

The workshop loads and I believe that the model is loading too, but the model is invisible, as well as the grid.

-Tried Firefox and Chrome
-Tried clearing browser cache

49 réponses · Page 1 sur 3

Me too

Chrome
The workshop loads, the models is load BUT models are invisibles.
Also If I adding new bricks they are invisible too.
All Bricks docking are visible but there isn't the up arrow to open it.

Firefox
after Cleared Cache= not at all, black screen, workshop don't works at all.

Hp Pavilion Notebook i7 16gb WIN10Home 1909 64 bit

An "old version" of workshop is impossible to take online?
Just until bug of the new version is fixed

TNX scrubs!

For me, WebGL just shut off entirely

Mine doesn't show anything, it says no bricks are there, & the bricks don't even load up. It was working fine yesterday morning for me.

Avatar de Scrubs
Administrateur

Clear your browser cache to have the latest version of the workshop. The whole platform has been updated yesterday.

If you did, please post the content of your browser console (F12 on chrome)

Sorry...
Cache re-cleared now.

Chrome & Firefox
The workshop loads, the models is load BUT models are invisibles.

I cleared my Cache but it still goes to black..

CHROME
THREE.WebGLProgram: gl.getProgramInfoLog() C:fakepath(93,23-137): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(85,18-57): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(97,25-83): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(89,18-65): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

THREE.WebGLProgram: gl.getProgramInfoLog() C:fakepath(83,23-137): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(75,18-57): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(87,25-83): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(79,18-65): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

rk @ three.min.js:83

WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost

THREE.WebGLRenderer: Context Lost.

FIREFOX
THREE.WebGLProgram: gl.getProgramInfoLog() C:fakepath(97,23-154): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(89,18-85): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(101,25-100): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(93,18-93): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them three.min.js:83:340
THREE.WebGLProgram: gl.getProgramInfoLog() C:fakepath(83,23-154): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(75,18-85): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(87,25-100): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
C:fakepath(79,18-93): warning 👨571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them three.min.js:83:340
downloadable font: kern: Too large subtable (font-family: "Open Sans" style:normal weight:400 stretch:100 src index:0) source: https://mecabricks.com/assets/fonts/OpenSans-Regular.ttf
downloadable font: Table discarded (font-family: "Open Sans" style:normal weight:400 stretch:100 src index:0) source: https://mecabricks.com/assets/fonts/OpenSans-Regular.ttf
downloadable font: kern: Too large subtable (font-family: "Open Sans" style:normal weight:800 stretch:100 src index:0) source: https://mecabricks.com/assets/fonts/OpenSans-Bold.ttf
downloadable font: Table discarded (font-family: "Open Sans" style:normal weight:800 stretch:100 src index:0) source: https://mecabricks.com/assets/fonts/OpenSans-Bold.ttf
downloadable font: kern: Too large subtable (font-family: "Open Sans" style:normal weight:600 stretch:100 src index:0) source: https://mecabricks.com/assets/fonts/OpenSans-Semibold.ttf
downloadable font: Table discarded (font-family: "Open Sans" style:normal weight:600 stretch:100 src index:0) source: https://mecabricks.com/assets/fonts/OpenSans-Semibold.ttf
Error: WebGL warning: bufferData: Error from driver: 0x0502 three.min.js:27:406
Error: WebGL warning: bufferData: Error from driver: 0x0505 6 three.min.js:27:406
Error: WebGL warning: drawArrays: Vertex fetch requires 2, but attribs only supply 0. 2 three.min.js:35:212
Error: WebGL warning: drawArrays: Vertex fetch requires 64, but attribs only supply 0. three.min.js:35:212
Error: WebGL warning: drawElements: Index buffer too small. three.min.js:45:231
Error: WebGL warning: drawArrays: Vertex fetch requires 2, but attribs only supply 0. 2 three.min.js:35:212
Error: WebGL warning: drawArrays: Vertex fetch requires 64, but attribs only supply 0. three.min.js:35:212
Error: WebGL warning: drawElements: Index buffer too small. three.min.js:45:231
Error: WebGL warning: drawArrays: Vertex fetch requires 2, but attribs only supply 0. 2 three.min.js:35:212
Error: WebGL warning: drawArrays: Vertex fetch requires 64, but attribs only supply 0. three.min.js:35:212
Error: WebGL warning: drawElements: Index buffer too small. three.min.js:45:231
Error: WebGL warning: drawArrays: Vertex fetch requires 2, but attribs only supply 0. 2 three.min.js:35:212
Error: WebGL warning: drawArrays: Vertex fetch requires 64, but attribs only supply 0. three.min.js:35:212
Error: WebGL warning: drawElements: Index buffer too small. three.min.js:45:231
Error: WebGL warning: texImage2D: Driver ran out of memory during upload. three.min.js:129:452
Error: WebGL warning: drawArrays: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0: Attachment has no width or height. three.min.js:35:212
Error: WebGL warning: drawArrays: Framebuffer must be complete. three.min.js:35:212
Error: WebGL warning: texImage2D: Driver ran out of memory during upload. three.min.js:129:452
Error: WebGL warning: drawArrays: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0: Attachment has no width or height. three.min.js:35:212
Error: WebGL warning: drawArrays: Framebuffer must be complete. three.min.js:35:212
Error: WebGL warning: drawArrays: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0: Attachment has no width or height. three.min.js:35:212
Error: WebGL warning: drawArrays: Framebuffer must be complete. three.min.js:35:212
Error: WebGL warning: drawArrays: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0: Attachment has no width or height. three.min.js:35:212
Error: WebGL: No further warnings will be reported for this WebGL context. (already reported 32 warnings) three.min.js:35:212
Error: WebGL warning: <PresentScreenBuffer>: screen->Resize failed. Losing context.
Error: WebGL warning: <SetDimensions>: Failed to create WebGL context: WebGL creation failed:

The model from Library is loaded BUT invisible on browers.

Also if it's all black I do: File>export>Obj+Mtl

and in photoshop 3D the model is loaded, visible, texture perfect, editable...

So I think the problem is in the browser model player/viewer

Avatar de Scrubs
Administrateur

@brickeducation This is not an issue from Mecabricks but the 3D framework that I use. It looks like that there are issues with specific graphic cards. It may be solved in the future but as of today it is not something I can really have control over.

Avatar de Scrubs
Administrateur

For people having an issue with WebGL I would need your operation system and version as well as your hardware (CPU and GPU). We are trying to gather as much information as possible to fix it.

A proper report shall look like this:
OS: macOS 10.12.6
CPU: 3.5Ghz Intel Core i7
GPU: Intel Iris Plus Graphics 650 15336MB

HP Pavillion Notebook
Processor: Intel(R) Core(Tm) i7-7700HQ CPU @ 2.80GHz 2.81 GHz
Installed RAM:16.00 GB (15.9 G😎
Product ID: 00325-95800-00000-AAOEM
System Type: 64-Bit Operating System, x64 based Processor
Pen and Touch: No pen or touch imput
Version: WIN10 Home 1903
OS Build: 18362.592

Is there a reason that you are using r113 already of threejs, Scrubs? r112 is the latest stable version.

Avatar de Scrubs
Administrateur

@brickeducation I also need the most import element which is the graphic card type and your operating system.
@Sim yes there are some reasons. One of them is that there is some of my code that I committed recently on the threejs repository which is currently only on the dev version. I follow threejs very closely and try to help has much as I can with the project.

Reverting to stable is no option then. 😃
I see the related issue that you've created on the repository. Perhaps you can try to set up a test version with PR #18419 applied since you think that it is related and let them try if the fix would work.

I'm also seeing the "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" warnings and downloadable font errors, but have no problems with Mecabricks after that. So these are not causing it.

Avatar de Scrubs
Administrateur

R112 has the same issue anyway.
There has been a few things going on on twitter and threejs guys have asked to gather a list of impacted hardware.
I will just leave it a bit of time before looking more into it.

For me, the workshop isn't displaying at all. I know my laptop isn't as new as anyone else's but like the others, I didn't have a problem until after the update.
OS: Windows 7 Ultimate version 6.1 (build 7601: Service Pack 1)
CPU: Intel Core 2 Duo CPU T5670 @ 1.80GHz 1.80GHz
GPU: NVIDIA GeForce 8400M GS 256MB

Avatar de Scrubs
Administrateur

If It doesn't display at all (full black page), it is likely something different. Make sure that you cleared the cache of your browser. If you did please provide the browser error log (F12 in chrome)

I am going to respond to your post on social media:

On my Huliet Packard, my Graphics card is an "Intel(R) HD Graphics Family", and my OS is "Windows 10"

Hope this helps.

Also, I am having a similar error to where the whole screen is black, but I also have the problem to where I cannot see the world grid or any models I am building.

OS: WINDOWS 10 Home 1903 buid 18362.592 64-Bit Operating System, x64 based Processo
CPU Intel(R) Core(Tm) i7-7700HQ CPU @ 2.80GHz 2.81 GHz
GPU NVIDIA GeForce GTX 1050 + Intel(R) HD Graphics 630
Nvidia Driver: 26/11/2019 26.21.14.4145

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