It seems like they switched to xhtml but a lot of (all of?) the pages have errors in them and won't display.
Are they aware of this and is it being worked on? It's really inconvenient.
u/Stysner
It seems like they switched to xhtml but a lot of (all of?) the pages have errors in them and won't display.
Are they aware of this and is it being worked on? It's really inconvenient.
I'm at my wits end here. I'm trying to bake a texture by rendering to a framebuffer object then fetching the pixels to do some (CPU-side) checks.
A very heavy shader bakes the texture; it needs to go over all triangles of a high-poly mesh to bake the vertex colors of it down to a low-poly target.
When the texture is <=512x512 and I run the full shader, it always works flawlessly.
When the texture is bigger than that, glGetTextureImage generates a STACK_BUFFER_OVERRUN (I'm using Rust) only if I run the full shader before it. If I comment out the for loop in the baking shader and just output something simple (like the vertex normals of the low-poly mesh itself) the texture resolution
I'm wondering if the driver waits for stuff to complete before returning API calls or if it has some kind of separate thread that handles calls made to the driver asynchronously?
The reason I'm asking this is because I want to know if it's better to cache any calls to OpenGL (non-rendering) CPU side and flush them all at once just before rendering or not.
For example: I want to update some SSBO that holds material properties. The rendering of the "previous" frame might still be ongoing at this point (AFAIK drawcalls return immediately, they don't wait until the GPU is done), meaning that if the GPU stalls the CPU thread until it's safe to update the material property SSBO, I'd be better of
EDIT:
Coming from non-DSA I still had an "unbind buffers" function at the end of each render iteration. It unbound the vertex buffer, element buffer and then the vertex array. Meaning it unbound the VBO/EBO from the VAO. Changing that function to only unbind the VAO instead fixed everything.
Original post below for posterity:
I'm using DSA to create VAO/VBO/EBO, and when drawing you don't have to bind the VBO because it's now tied to the VAO using glVertexArrayVertexBuffer, which works great.
I thought that when binding an EBO using glVertexArrayElementBuffer the same would go for the EBO. But if I try that I get a GL_INVALID_OPERATION error with the message "Some kind of element buffe
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