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Re: [Public WebGL] Minefield brings system to halt



On Sep 21, 2010, at 11:05 AM, Kenneth Russell wrote:

> On Tue, Sep 21, 2010 at 8:23 AM, Benoit Jacob <bjacob@mozilla.com> 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 ... ;-)
> 
> In Chromium top of tree on Windows Vista 64 with NVIDIA hardware and
> running on top of ANGLE (r429),
> http://www.x3dom.org/x3dom/example/x3dom_composedShader.xhtml renders
> correctly, but http://x3dom.org/x3dom/example/x3dom_shadows.xhtml
> shows up with all black geometry. There is definitely a bug somewhere
> because with --use-gl=desktop the shadows example renders. At minimum
> the behavior should be identical, though I can't say without a smaller
> test case which behavior is correct.

In case it's useful this example renders correctly in WebKit TOT.

-----
~Chris
cmarrin@apple.com




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