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Re: [Public WebGL] Minefield brings system to halt
Yes, but that is precisely what is (in principle) implemented in the code that I pasted in this thread. Since disabling the shader translator fixed it for Yvonne, we concluded that the problem was probably with ANGLE. In principle the issues with attrib 0 on desktop GL are solved in Minefield (and have been solved for a longer time in WebKit).
----- Original Message -----
> I raised a problem a few weeks ago where attrib 0 has to be bound to
> the vertex position. I got around this by simply ensuring that I
> bind vertex position to attrib 0. Ken Russell/Vlad discussed this and
> believe their intention was to ensure that ES2 behavior applied (which
> allows any attribute to be bound to 0). I haven't removed my patch, so
> I've no idea if this was resolved. If you search the list you should
> find the conversations.
> On 9/21/2010 8:23 AM, Benoit Jacob wrote:
> > ----- Original Message -----
> >> Hi Benoit,
> >> 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
> >> my
> >> 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
> >> simply
> >> too vague,
> > 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?
> > Cheers,
> > Benoit
> >> since there hasn't been any problem with rendering before,
> >> at
> >> 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).
> >> Cheers
> >> Yvonne
> >> --
> >> Yvonne Jung
> >> Fraunhofer-IGD | Tel.: ++49-6151-155-290
> >> Fraunhoferstr. 5 | Fax.: ++49-6151-155-196
> >> 64283 Darmstadt | email: email@example.com
> >> Germany | http://www.igd.fhg.de/igd-a4
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