I'd like to test out the new SwiftShader-based software WebGL engine which is allegedly in Chrome 18. I'm running 18.0.1025.165 on Mac OS X 10.7.3. I tried this command line (suggested here), but when I visit something with WebGL, it just says that it is disabled:
/Applications/Google\ Chrome.app/Contents/MacOS/Google\ Chrome --blacklist-accelerated-compositing --blacklist-webgl
Is SwiftShader in the Mac version of Chrome 18? Is there a different trick I should use to enable it?
Currently SwiftShader is only available for Chrome under Windows. Is there any particular reason why you need it on Mac OS? Apple typically has adequate graphics hardware and OpenGL drivers.
Related
I am attempting to use Chrome v60.0.3093.0 (Canary) with Selenium. I would like to also trying using it as a headless implementation. I was wondering if there is a version of the ChromeDriver that supports v60.x for use with selenium-webdriver v2.53.1
(I am doing this with MAC OS X)
You can found chrome and chromedriver versions compatibility information on official chromedriver download page: https://sites.google.com/a/chromium.org/chromedriver/downloads
There is also version selection guide for future updates. Note that this algorithm can be easily automated like in this answer.
I have been looking for a way to install the debug version of flashplayer for ie11 or the newer microsoft edge browser under Windows 10. AS far as I understand, the flash plugin is now embedded with both browsers, so there is no way to update it to a debug version.
Using the debug version installer from adobe site (active x version), gives me a pop-up stating that I already have the latest verion which is true, but there seems to be no way to change my version with the debug one.
AS anyone succeed in using the debug version of flash undex one of these browser on Windows 10 (64bits)?
Thanks,
Currently the answer is no, you can not use the Flash debugger in Windows 10 / IE or Edge browsers as they are 'embedded' libraries in the OS now. The options are to use Win 10 & Firefox or use Win 8.1 when debugging Flash.
Via: https://forums.adobe.com/message/7841726#7841726
I have received confirmation that at this time Microsoft does not
support the debuggers on Windows 10. We do not have an estimate as to
when they will support the debuggers, but when they do, the install
links will be added to the Adobe Flash Player Support Center page.
You might do it manually by yourself, the core step is running flash_debugger installation file with switch -install, after a few modification in debugger folder, then you might reach there.
showing the happy result in image following.enter image description here
Download the windows 7 virtual machine for free. I recommend Virtual Box. https://developer.microsoft.com/en-us/microsoft-edge/tools/vms/
Once you have Windows 7 running inside Windows 10, install the IE Flash debugger or another of your choice. https://www.adobe.com/support/flashplayer/debug_downloads.html
IE 11 does not support flash player content debugging in windows 10.Fire fox and Chrome browsers however allow for the content debugging in windows 10.
1)Install Flash debugger for Firefox or Chrome:
a) Go to https://www.adobe.com/support/flashplayer/debug_downloads.html
b) For fire fox, Download and install Download the Flash Player content debugger for Firefox - NPAPI
c) For Chrome, Download and install Download the Flash Player content debugger for Opera and Chromium based applications – PPAPI
The on-line docs imply that extensions are only applicable to the Chrome browser. However, some APIs could be used to extend the Chrome OS. For example, fileBrowserHandler can be used to extend the Chrome OS file browser. If this is true then how would I build/install an extension for the OS?
Thanks.
Chrome OS in not really separable from the browser. That's the idea.
So you don't install extensions separately from the browser; it's just that special APIs are exposed on Chrome OS.
Using info from chrome://gpu and chrome://version
Both on Chrome version: 35.0.1916.153 (Official Build 274914) m
Both using an Nvidia 670 GTX
My driver: 9.18.13.3523
His driver: 9.18.13.4043
My webGL works perfectly, and my driver is slightly behind his. His webGL doesn't work even though in the settings it says all hardware accelerated, webGL enabled etc.
When he goes on page with webGL things they don't work - he can't see them just like you wouldn't see them with old browsers.
Why is this happening? How to diagnose/fix?
Most likely Google has blacklisted the graphics driver because of the bugs.
You need to find out how start Chrome so that it ignores GPU blacklist. On some system it is this command line:
google-chrome --enable-webgl --ignore-gpu-blacklist
... and if it still doesn't work, the relevant console output etc. is needed.
More about blacklist:
http://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists
Hi I was wondering if anyone else was having problems running WebGL in Windows 8 under Chrome.
I'm using Windows 8 Developer Preview x64 and Chrome 18. My video card is a Nvidia 250 GTS.
If I try to run any WebGL page, running though javaScript or NativeClient both fail to load thinking my video card doesn't support it.
I have my own native OpenGL apps that use GL2 and GL3 API features... GL itself is not the issue, unless I don't understand how Chrome uses GLES2 features.
Are there any known bugs about this?? Can't find anything.
EDIT: I just installed 'Windows 8 Consumer Preview x64' and WebGL still does not work... Is there a black list of OS's, kinda like some Intel video cards are black listed?? I have my system dual booted with Arch Linux and WebGL works fine on there?
As a workaround on windows 8 just add --disable-gpu-sandbox (I've checked it on 18 and 19 versions). To check open chrome://gpu/
For more information see chromium issue