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3D dice option crash

Hello, I was just going through the options for the first time and decided to test the "Enable 3d dice" feature when everything crashed. Below I'll be posting the console log as per your bug report instructions. I'm using Chrome (Version 32.0.1700.77) on Mac OS X 10.6.8 (10K549) The log is as follows: PDATE GL SIZE! app.js?1389999192:22 Finished after going 2 levels deep. app.js?1389999192:31 Roll d20 app.js?1389999192:34 executing group roll! app.js?1389999192:34 creating scene! app.js?1389999192:34 renderer already added app.js?1389999192:34 done with mesh! app.js?1389999192:34 heard external roll! app.js?1389999192:34 Already rendering, can't show dice roll! app.js?1389999192:34 2WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost (index):1 shape is ready app.js?1389999192:34 null app.js?1389999192:10 precision highp float; #define MAX_DIR_LIGHTS 1 #define MAX_POINT_LIGHTS 0 #define MAX_SPOT_LIGHTS 0 #define MAX_SHADOWS 1 #define SHADOWMAP_SOFT uniform mat4 viewMatrix; uniform vec3 cameraPosition; vec4 pack_depth( const in float depth ) { const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 ); const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 ); vec4 res = fract( depth * bit_shift ); res -= res.xxyz * bit_mask; return res; } void main() { gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z ); } app.js?1389999192:10 null app.js?1389999192:10 precision highp float; #define VERTEX_TEXTURES #define MAX_DIR_LIGHTS 1 #define MAX_POINT_LIGHTS 0 #define MAX_SPOT_LIGHTS 0 #define MAX_SHADOWS 1 #define MAX_BONES 50 #define SHADOWMAP_SOFT uniform mat4 objectMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat3 normalMatrix; uniform vec3 cameraPosition; attribute vec3 position; attribute vec3 normal; attribute vec2 uv; attribute vec2 uv2; #ifdef USE_COLOR attribute vec3 color; #endif #ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; #else attribute vec3 morphTarget4; attribute vec3 morphTarget5; attribute vec3 morphTarget6; attribute vec3 morphTarget7; #endif #endif #ifdef USE_SKINNING attribute vec4 skinVertexA; attribute vec4 skinVertexB; attribute vec4 skinIndex; attribute vec4 skinWeight; #endif #ifdef USE_MORPHTARGETS #ifndef USE_MORPHNORMALS uniform float morphTargetInfluences[ 8 ]; #else uniform float morphTargetInfluences[ 4 ]; #endif #endif void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); #ifdef USE_MORPHTARGETS vec3 morphed = vec3( 0.0 ); morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ]; morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ]; morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ]; morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ]; #ifndef USE_MORPHNORMALS morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ]; morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ]; morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ]; morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ]; #endif morphed += position; gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 ); #endif #ifndef USE_MORPHTARGETS #ifndef USE_SKINNING gl_Position = projectionMatrix * mvPosition; #endif #endif } app.js?1389999192:10 Could not initialise shader VALIDATE_STATUS: null, gl error [37442] app.js?1389999192:11 Uncaught TypeError: Cannot set property 'uniforms' of null
1390225352

Edited 1390225365
Riley D.
Roll20 Team
Hm. I mean I'm not totally sure what the cause of this is. What the log you posted says is basically your computer is losing its WebGL context (the thing that makes WebGL work), which isn't something that Roll20 has any control over. Out of curiosity, are you able to view the test on this page fine? <a href="http://get.webgl.org/" rel="nofollow">http://get.webgl.org/</a> (You should see a spinning cube). Also do you have any addons/extensions in your browser?
Hi Riley, Thank you for your prompt response. Well, regarding the test, it's a rather bizarre occurrence really. If I start the test on the page (i.e. go directly on the page during a browsing session) I can see the spinning cube just fine. But if I go to fiddle with the 3d dice option on the roll20 trying to make it work, the roll20 stops responding (blank black screen, freezing the rest of the dice rolling options) and the aforementioned test does not show the spinning cube any longer. The only extensions I have currently installed are: AdBlock 2.6.18 Adblock Plus 1.7.2 I tried switching them off but no luck so far. Thank you for your help, much appreciated. ygg
This was the info I was able to track down about this error: WebGL makes the amazing power of your GPU available to JavaScript to do all kinds of fancy and wonderful things. Unfortunately the GPU is a shared resource and as such there are times when it might be taken away from your program. Examples: Another page does something that takes the GPU too long and the browser or the OS decides to reset the GPU to get control back. 2 or more pages use too many resources and the browser decides to tell all the pages they lost the context and then restore it only to the front page for now. The user switches graphics cards (Turns on/off one or more in the control panel) or updates their driver (no reboot required on Windows7) So I guess, are you doing anything else while Roll20 is running that might be using the GPU? Watching a video, another tab in your browser open, etc? You might also try using Firefox instead of Chrome and see if that helps. Sorry that we can't be of more help here, but as I said basically for some reason your computer just isn't able to handle the 3D instructions we're throwing at it.
Thanks a bunch for the great support. Tried everything you suggested, alas no luck. Thanks again for your help. ygg