----- Original Message -----
thank you for your fast response.
Am 21.09.2010 16:30, schrieb Benoit Jacob:
Another thing that's worth trying is setting webgl.shader_validator
to false, to see if it's an issue with our ANGLE copy or the way
that we're using it.
I first started testing in Firefox Beta: when disabling the shader
validator both mentioned demos (the shadows and the cube map/
multi-texture shader) both work again as expected :-) (though the
console still tells s.th. about "been bound to a different target").
This really hints to an ANGLE problem, because I then double checked
Chromium settings and remembered that there I have had to activate the
"--use-gl=desktop" flag to make it work (Chrome Beta is ok without)...
Ah! Very interesting.
I would like to report to ANGLE but this is quite nontrivial as we
would probably need a small testcase. If we could bisect it to a
precise shader, that would probably help!
Alternatively, there's a good hope that some ANGLE devs are reading
this list anyway ... ;-)
Concerning NeedFakeVertexAttrib0() I'd assume that this check is
Well the check that results in the error message is in the part of the
code that I elided. There are still questions that could not be easily
explained by a bug there:
- why does the VBO have no data when drawElements is called? Is it a
race condition in loading resources, as was suspected last week on
this list about the Caves demo?
- why does drawElements get called to draw only 1 vertex?
since there hasn't been any problem with rendering before,
least on those machines with a fairly good GPU -- even in the case
attribute 0 wasn't set (what I admittedly don't know because I haven't
checked it as we dynamically assign the locations based on the name of
the respective attribute in the shader via getAttribLocation).
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