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Show HN: My first WebGL demo, the first self-extracting PNG ever?

demoseen.com

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Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#12
post #11

Apologies, but nothing happens when I view it. Running Chrome 12.0.742.122. I see the initial raw PNG splat, but get nothing but a lot of high cpu and a blank browser screen after running a couple minutes.

If that's the case, then you don't have WebGL enabled, or your GPU is being blacklisted by your browser.

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#13
post #12
post #11

Apologies, but nothing happens when I view it. Running Chrome 12.0.742.122. I see the initial raw PNG splat, but get nothing but a lot of high cpu and a blank browser screen after running a couple minutes.

If that's the case, then you don't have WebGL enabled, or your GPU is being blacklisted by your browser.

I have the same issue in Chrome on OSX, and WebGL is enabled for me. I've played some of the WebGL demo games, so I doubt it's due to my GPU being blacklisted.

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#15
post #12

Earlier quoted context omitted.

If that's the case, then you don't have WebGL enabled, or your GPU is being blacklisted by your browser.

I have the same issue in Chrome on OSX, and WebGL is enabled for me. I've played some of the WebGL demo games, so I doubt it's due to my GPU being blacklisted.

Hmm, unusual. Can you see http://demoseen.com/windowpane/magister.test.html ?

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#16
post #7

Very neat. I'm happy to see that the demo scene magic still exists. I thought the days of seeing an animated ray traced scene from a 256 byte EXE were over. This runs fluidly on my Chrome/Sandy Bridge/Ubuntu setup.

I like the demo on the "front page", as well: http://demoseen.com/

It crashes though, when you run it with this hash: 0FP$9jj!i1!!!DPD!t!!!!!~ It spun up 5M threads before it died, which was admittedly fun to watch.

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#17
post #12

Earlier quoted context omitted.

If that's the case, then you don't have WebGL enabled, or your GPU is being blacklisted by your browser.

I have the same issue in Chrome on OSX, and WebGL is enabled for me. I've played some of the WebGL demo games, so I doubt it's due to my GPU being blacklisted.

Nope. You have a js error somewhere:

Uncaught ReferenceError: S is not defined

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#18
post #17

Earlier quoted context omitted.

I have the same issue in Chrome on OSX, and WebGL is enabled for me. I've played some of the WebGL demo games, so I doubt it's due to my GPU being blacklisted.

Nope. You have a js error somewhere: Uncaught ReferenceError: S is not defined

That's not a JS error. 'S' is a function defined in WebGL, which gets pulled out and names are passed through a regex that filters out certain characters. So it's not getting a WebGL context, and thus that function never ends up being pulled into the global namespace.

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#19
post #15

Earlier quoted context omitted.

I have the same issue in Chrome on OSX, and WebGL is enabled for me. I've played some of the WebGL demo games, so I doubt it's due to my GPU being blacklisted.

Hmm, unusual. Can you see http://demoseen.com/windowpane/magister.test.html ?

I cannot, although all of the demos I've tried here work: http://www.khronos.org/webgl/wiki/Demo_Repository

Re: Show HN: My first WebGL demo, the first self-extracting PNG ever?

#20
post #15

Earlier quoted context omitted.

Hmm, unusual. Can you see http://demoseen.com/windowpane/magister.test.html ?

I cannot, although all of the demos I've tried here work: http://www.khronos.org/webgl/wiki/Demo_Repository

Only thing I can think of at this point is that you have an extension inserting something into the body before the canvas. While on Magister, drop javascript:alert(document.body.firstChild) into the address bar and see if you get the canvas -- if not, that's the problem.
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