But I'm still not sure. It seems the crash is on the driver side. But if nobody can confirm / reproduce, then it is tricky to fix.
It is still relevant. Even if the texture cannot be created, it should not crash.
Also don't forget to group the draw_on_render
together to avoid framebuffer switching.
Camera Background images used to be rendered on the default framebuffer, so not on the overlay framebuffer.
void OVERLAY_image_scene_background_draw(OVERLAY_Data *vedata)
{
OVERLAY_Pass…
If I remember, there is no regular because they are all in front. But I guess that makes sense to have both.
Can you explain these states changes? As the original values are the ones from the legacy code. So I imagined that they would work?
Also if the format type with fetch will make it less confusing.
The issue I am trying to solve is that there are currently many combination that do not work:
- Any fetch mode that is not…
@pragma37 my apologies, I was mislead by the "referenced this issue from a commit".
I wonder if it can have a large value like in a matrix with 16 components
I think that was supported by OpenGL, but I would advise not to do that. If you want to pass matrices, better use a…
Added more thoughts about having fully specified types:
Also nice benefit of this is that we can limit the data type visibility per usage. Like forbidding U8_8_8 or U8_8 for vertex format…