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Re: [Public WebGL] ANGLE WebGLFramebuffer bug?



Thank you for reporting this and providing a nice test case.  We are
working on it.

On Mon, Apr 18, 2011 at 3:43 AM, Marco Di Benedetto
<marco.dibenedetto@isti.cnr.it> wrote:
>
> Hi,
>
> I think I found a problem concerning framebuffer objects with ANGLE (if you
> use native OpenGL, it works fine).
> Basically, if at the end of your draw call you bind a WebGLFramebuffer that
> is not the main framebuffer ("null"), the page composer (it seems) try to
> render it on the canvas.
> Here follows a minimal example:
>
> <html>
> <head>
> <script type="text/javascript">
> window.onload = function () {
>    // get the WebGL context
>    var gl =
> document.getElementById("TEST_CANVAS").getContext("experimental-webgl");
>
>    // clear canvas to red
>    gl.clearColor(1.0, 0.0, 0.0, 1.0);
>    gl.clear(gl.COLOR_BUFFER_BIT);
>
>    // create and bind a framebuffer object
>    var fb = gl.createFramebuffer();
>
>    // the page composer should always display the main framebuffer, not the
> currently bound one
>    // (comment the following line to see the red canvas)
>    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
> }
> </script>
> </head>
> <body>
> <canvas id="TEST_CANVAS" width="128" height="128" style="border:1px solid
> gray;"></canvas>
> </body>
> </html>
>
>
> It should display a red canvas. Instead, a blank one appears.
>
> Best,
> Marco.
>
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