Ok I have fixed the problem, and I just want to share it with future people, that may have the same problem.
Firstly, the reason I got the error "Feedback loop formed between Framebuffer and active Texture”, was that something was wrong with the textures in my .glb file. The “emesiveIntensity” affected it, but also something with another texture was a problem.
So if you have the same error, in the same situation. You should remove some of the meshes/elements from your .glb file, and then see if the error still is showing, and then fix the texture for that mesh.
Second, the reason my scene got messed up in Google Chrome, was because my camera near/far was to wide. I got the solution from this post:
And I then added this to my WebGLRenderer:
//WebGLRenderer
this.renderer = new THREE.WebGLRenderer({
alpha: false, //THIS IS IMPORTANT
antialias: true, //THIS IS IMPORTANT
preserveDrawingBuffer: false, //THIS IS IMPORTANT
logarithmicDepthBuffer: true //THIS IS IMPORTANT
});
this.renderer.physicallyCorrectLight = true
this.renderer.outputColorSpace = THREE.SRGBColorSpace
this.renderer.toneMapping = THREE.ReinhardToneMapping
this.renderer.toneMappingExposure = 1
this.renderer.shadowMap.enabled = true
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
this.renderer.setClearColor( 0xf111ff, 0 )
this.renderer.setSize(this.sizes.width, this.sizes.height)
this.renderer.setPixelRatio(this.sizes.pixelRatio)
document.querySelector('.experince-canvas').appendChild( this.renderer.domElement )
I really hope this can help someone in the future. Because it really almost killed me