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MeshTools::duplicate(axis3D)
and then you get a MeshData that's just vertex buffer, no indices
@kleisauke hi, thanks for the report! i don't have access to a Windows machine at the moment so I can't reproduce but I wonder:
S
)?in any case, i'm putting this on my TODO list of things to look at .. most probably looks like some incompatibility caused by the ANGLE translation layer or its D3D backend
--head
builds in the last month
for (auto& iprGroup : _iprDisplayGroup[step]) {
GL::Renderer::setStencilFunction(GL::Renderer::StencilFunction::Always, 1, 0xff);
GL::Renderer::setStencilMask(0xff);
// Draw Text
auto& textRenderer = iprGroup.textRenderer;
if (textRenderer) {
textRenderer->finish(_camera.camera().cameraMatrix());
_camera.camera().draw(textRenderer->getDrawable());
}
}
for (auto& iprGroup : _iprDisplayGroup[step]) {
GL::Renderer::setStencilFunction(GL::Renderer::StencilFunction::NotEqual, 1, 0xff);
GL::Renderer::setStencilMask(0x00);
// Draw Diamond Background
_camera.camera().draw(iprGroup.upIprBgGroup);
// Draw Background Outline
_camera.camera().draw(iprGroup.upIprOutlineGroup);
// Draw Line
_camera.camera().draw(iprGroup.upIprLineGroup);
}
Here's the code.
mapForDraw
method, that framebuffer become useless. It just renders a black screen on it. I'm currently using the 2020.06
version of Magnum. This happens even on the simple triangle example! Infact, the object picking example does render a black screen on iOS.maxDrawBuffers
and maxColorAttachments
return 8
. I can't understand why.
layout
qualifier, but he use out vec4 fragColor[3];
, where 3
is the amount of render targets...
does anything improve if you call
Now I try this in a moment... I have to switch to macOS.
GL::Framebuffer::ColorAttachment{my_index_here}
in my own code...
does anything improve if you call
GL::defaultFramebuffer.mapForDraw({Shaders::Phong::ColorOutput, GL::DefaultFramebuffer::ColorAttachment::Back});
(or a variant of it that actually compiles) right before the blit call?
I think you wanted this, right?
GL::defaultFramebuffer.mapForDraw({{MyShader::ColorOutput, GL::DefaultFramebuffer::DrawAttachment::Back}});
Because I cannot find GL::DefaultFramebuffer::ColorAttachment::Back
nor in the docs (last version), nor in 2020.06
.