Meh, doesn’t work on Firefox 68. What browser requirements does it have?
Works great on Firefox 70.
This is WebGL so most incompatibilities are due to drivers. What’s your setup?
OK, found something: It worked when I shrunk my window slightly! (Which I only discovered by trying a different browser profile.) If my window is wide enough for the canvas element to be 1463 pixels wide, I get a black screen; at 1462 and smaller, it works.
In fact, it seems to break at certain aspect ratios; if I have the window at 1462 width and 731 height (internal dimensions), it works, but shrinking the window vertically breaks it! That’s exactly a ratio of 2.
So I guess the browser requirement in effect is: Don’t make your viewport more than twice as wide as it is tall. >_>
Weird, no matter how I resize it works fine for me. Firefox Nightly 72.0a1, latest nvidia drivers. Is anything outputed to the console?
If I start the window square, it works, and the only console output is Google Analytics having been blocked. If I then start shrinking the window vertically, when it reaches an aspect ratio of 2 I get a screenful of these in various combinations:
Error: WebGL warning: texImage2D: Requested size at this level is unsupported. script.js:566:8
Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0Attachment has no width or height. script.js:572:8
Error: WebGL warning: clear: Framebuffer must be complete. script.js:572:8
Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0Attachment has no width or height. script.js:461:12
Error: WebGL warning: drawElements: Framebuffer must be complete. script.js:461:12
Yeah, it looks like a driver problem. It tries to complete the buffer with a texImage2D that isn’t supported by your driver/opengl setup. Or maybe it’s falling back to WebGL1 but then using features that are unavailable to WebGL1.
Works on vimb 3.5.0 (after :set webgl=true)