Open costashatz opened 3 years ago
This is most probably because GPU memory is not enough to handle all the parallel contexts (and shadows DO take a lot of GPU memory).
I might want to check GL::Renderer::error()
for out of memory messages, but this is not guaranteed to fire every time.
When rendering shadows in multiple OpenGL parallel contexts, we sometimes get segfaults. Need to investigate this. Without the shadows, this does not happen. Example backtrace: