protect zaps from webgl occasionally being unavailable

This commit is contained in:
keyan 2023-10-31 09:48:39 -05:00
parent e939026295
commit b5828cdf94

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@ -57,6 +57,7 @@ export function Ghost ({ onDone }) {
const texture = textureRef.current const texture = textureRef.current
if (canvas.ghost) return if (canvas.ghost) return
try {
canvas.ghost = new GhostCanvas(canvas, texture, { canvas.ghost = new GhostCanvas(canvas, texture, {
size: getRandom(0.025, 0.075), size: getRandom(0.025, 0.075),
tail: { tail: {
@ -72,7 +73,10 @@ export function Ghost ({ onDone }) {
isFlatColor: false, isFlatColor: false,
onDone onDone
}) })
}, []) } catch (e) {
console.error(e)
}
}, [canvasRef, textureRef, onDone])
return ( return (
<> <>
@ -137,6 +141,7 @@ const GhostCanvas = (canvas, texture, params) => {
let uniforms let uniforms
const gl = initShader() const gl = initShader()
if (!gl) return
function generateRandomPath () { function generateRandomPath () {
const startPoint = { const startPoint = {
@ -167,7 +172,7 @@ const GhostCanvas = (canvas, texture, params) => {
const path = generateRandomPath() const path = generateRandomPath()
let currentPathIndex = 0 let currentPathIndex = 0
let pathStartTime = null let pathStartTime = null
const segmentDuration = getRandom(750, 3000) // How long each Bezier segment should take const segmentDuration = getRandom(750, 1500) // How long each Bezier segment should take
function evaluateBezier (bezier, t) { function evaluateBezier (bezier, t) {
const [p0, p1, p2, p3] = bezier const [p0, p1, p2, p3] = bezier