Old Three.js demo won't work in Chrome now - google-chrome

I have this small demo with Three.js, that stopped working suddenly for Chrome (but works for Firefox), which is weird because I am using the same version of the library as before (r47), so new changes in Three.js shouldnt affect my demo.
Has Chrome changed his behaviour or introduced bugs with WebGL?
Demo: http://www.enriquemorenotent.com/demos/cube/

I think Chrome has changed its behaviour... I'm aware of this problem but I haven't figured out what is it that started failing.
If you update the demo to a newer three.js it should work again though.

Related

Full-window WebGL canvases in Chrome are incredibly slow

I discovered I had a problem when I checked one of my uploaded three.js projects. At first I thought maybe I had done something wrong. My project used r63, so I updated to r65, but that didn't solve the problem, even after clearing the cache and refreshing. I then checked a couple of the demos from the three.js site, and I found they are slow for me, too. As an example, http://carvisualizer.plus360degrees.com/threejs/ autorotates incredibly slowly in Chrome, but at normal speed in Firefox and IE 11. I also tried http://helloracer.com/webgl/ which is fine in Firefox but really choppy in Chrome. It's a disaster in IE11, by the way, but it's an older demo. My project uses OrbitControls, with autorotate enabled. The model is a 16MB JSON file (200,000 triangles), but it worked fine before and works fine in Firefox and IE11. I'm on a Windows 7 machine with a GTX Titan (work computer). Thanks!
type chrome://flags in chrome address bar, and look for settings #ignore-gpu-blacklist
this happened to me, suddenly my gpu was added to blacklist and chrome reverted to software rendering..
For me running google-chrome on linux I needed to enable Use hardware acceleration when available in chrome://settings

KineticJS 4.6 no longer working in Chrome 29

I'm working on a project using KineticJS version 4.6 (currently the latest version), and since last night's Chrome update to Chrome 29, the Kinetic canvas is completely blank. While using the console, I am still able to detemine that the created objects, such as the Kinetic.Stage and Kinetic.Layer, still exist and are filled with correct data.
Afterwards, I tried loading the same page in Internet Explorer and Firefox, and they still work as intended, showing the canvas with the correct elements.
I have tried searching for people with similar issues, but I guess Chrome's update is too recent to show any results. Does anyone perhaps know if there is a way to fix it or if I should simply wait for either a KineticJS or a Chrome update?
EDIT: And now it suddenly works again after restarting Chrome. Hotfixed?
EDIT2: After a while it broke again, but restarting the browser seems to work
EDIT3: It is a bug in Chrome, acknowledged by the Chromium team in this thread. The thread states that the bug is definitely fixed in version 30, which is currently in beta. This fix may be merged in version 29 soon, but there is no definitive timetable for this.
We have the same problem in Chrome 29.
In some cases a workaround is to tell your users to use Chrome Incognito mode to fix this issue.
A test to replicate the issue consistently is posted here:
https://github.com/ericdrowell/KineticJS/issues/585
At present, the bug is not present in Chrome 30. (8/27/2013)
You should star this chromium issue:
https://code.google.com/p/chromium/issues/detail?id=280153

Threejs loaders not working in Chrome

I have been using three.js to put a 3D model on the web but it seems that the loaders provided in the library are not working in chrome. They work perfectly in Firefox though. I checked that I have the latest version of chrome and even checked that webgl is enabled in chrome.
Can somebody tell me what could be wrong here? Any help would be appreciated!
https://github.com/mrdoob/three.js/wiki/How-to-run-things-locally
Make sure that you run Chrome with --allow-file-access-from-files flag.
Hope this solves your problem.

KinectJS drag image demo not working in latest chrome version

I am having a similar issue on my project but was able to reproduce it on the kinectjs demo site. The following page works on IE but the latest version of Chrome (ver. 26.0.1410.43) the drag and drop features no longer work.
http://www.html5canvastutorials.com/kineticjs/html5-canvas-drag-and-drop-an-image-tutorial/
Hopefully, the issue can be identified so we can fix my environment as well.
Thanks
I had the same problem with an application i built and updating to the latest version of kineticJs solved my problem. (4.4.0)
I got problems with this demo too, on Android's 4.1.x native browser. On Chrome mobile and other browsers, it works like a charm. On native browser, right after the dragstart, the image goes to top left corner and stays there until i redraw the layer.

Did -webkit-backface-visibility break today in Chrome?

I'm a bit confused because my project worked yesterday but seems to no longer work correctly today. (Yes, I've checked previous versions from git.)
The problem: Some divs previously hidden with -webkit-backface-visibility: hidden; magically appeared.
I have isolated this issue into a fiddle:
http://jsfiddle.net/Js6cg/1/
The div is visible in Chrome at 23.0.1271.64 m (wrong) but hidden in 25.0.1326.0 canary (as I expected).
Can you confirm that this is indeed a bug in Chrome or am I using the CSS incorrectly somehow?
(I've updated my GPU drivers (AMD Catalyst) from 12.8 to 12.10 today, if that's important.)
Additionally, the site that demonstrates the effect I've been reproducing appears to work +- correctly at Chrome stable (except for aparrently ignoring -webkit-perspective and animating kind of choppy), while Chrome canary renders it very well and accepts the perspective. I'm confused.
OK, that is embarassing.
The story looks like: I've updated the GPU drivers but looks like I haven't actually restarted Chrome for ages. For some reason, it was unable to re-enable GPU compositing after the driver update and hence some more advanced CSS3 effects (like perspective and backface-visibility) didn't work at all, while simple transforms used a fallback CPU implementation, which also made them look choppy and on the demo site.
I've started Chrome Canary well after the driver update, so it didn't have any issues with GPU compositing. One instance worked, another didn't, but version mismatch wasn't important here at all.
Restarting Chrome fixed that issue. And I'm taking a break!