webgl_read_float_buffer example didn’t work on Android using Mozilla.
Can you copy any error messages you received here?
Also, have you checked whether your device supports the extension?
This is probably because you do not have this line of code in your HTML5 Head:
<meta charset="UTF-8" />
This line of code is necessary for most android devices to do much with three.js.
If this is not the case, then @looeee is correct, and you need to give us some error messages.
There was a tag in the html file.
On the Android OS, this example only showed a black background and the stats showed correctly.
The example webgl_rtt ran correctly on Android while the example webgl_read_float_buffer didn’t.
By the way, there was no error message.
Apologies, I just had a chance to look at this properly.
Checking the console log on my Moto G3 I see the following messages:
three.js:19689 THREE.WebGLRenderer: WEBGL_depth_texture extension not supported.
get @ three.js:19689
three.js:19689 THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
get @ three.js:19689
three.js:17356 THREE.WebGLProgram: gl.getProgramInfoLog() --From Vertex Shader:
--From Fragment Shader:
Link was successful.
[.Offscreen-For-WebGL-0xa0910800]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
webgl_read_float_buffer.html:1
The issue is the lack of support for the OES_texture_float_linear
- this means that textures with type: THREE.FloatType
are not compatible with the device, so the example won’t work.
For anyone running into this problem, for my use case I was able to get around this issue by setting the textures/renderTargets I was using to use nearest neighbour filtering:
const renderTarget = new THREE.WebGLRenderTarget( 1, 1, { depthBuffer: false, type: THREE.FloatType, magFilter: THREE.NearestFilter, minFilter: THREE.NearestFilter } ),