Closed GoogleCodeExporter closed 9 years ago
This appears to be caused by the glClear call. When disabling multi-sampling,
the image changes. Investigating further...
Original comment by nicolas....@gmail.com
on 11 Feb 2011 at 4:05
BTW the test output message is wrong. It says TEXTURE_3D and it should say
TEXTURE_CUBE.
Original comment by dan...@transgaming.com
on 11 Feb 2011 at 4:11
> BTW the test output message is wrong. It says TEXTURE_3D and it should say
TEXTURE_CUBE.
Thanks; fixed.
Original comment by kbr@chromium.org
on 11 Feb 2011 at 7:24
By increasing the canvas size from 2x2 to 40x40 and setting the clear color to
green, I got the attached results for desktop OpenGL versus ANGLE...
It's clearly not a texture binding issue. I verified that with a stand-alone
test as well. The textures are only 1x1(x1) so something is preventing the
draws from covering all of the four quadrants completely. I'll check viewport
and scissor rectangles now.
Original comment by nicolas....@gmail.com
on 15 Feb 2011 at 7:53
Attachments:
I found that the actual issues is that the second program (which uses the cube
texture) is using the buffer with texture coordinates as position attributes.
This doesn't appear to be an ANGLE issue. The test isn't binding the attribute
stream index 0 to the "vPosition" shader attribute variable, for the
programCube program. Note that initWebGL() binds the attributes for the
program2d program, but the loadProgram() call used for programCube does not.
It's only a coincidence that this test works with desktop GL; the position
attributes just so happens to be bound to index 0 at program link.
The test should be calling bindAttribLocation() to explicitly set the attribute
index, or retrieve the assigned index after linking by using
getAttribLocation().
Original comment by nicolas....@gmail.com
on 15 Feb 2011 at 2:52
Thanks for finding that. Sorry about that.
Original comment by g...@google.com
on 15 Feb 2011 at 9:00
Original issue reported on code.google.com by
g...@chromium.org
on 4 Dec 2010 at 2:17