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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
.
AspectRatioPolicy
in SceneGraph::Camera
is hardcoded with default ::NotPreserved
value, is this by design? Would be nice to get it as parameter or maybe configurable global default
SceneGraph::Camera::_rawProjectionMatrix
declared here is redunant? Since this is the only usage of it as rhs, it can be replaced with original SceneGraph::Camera::_projectionMatrix
, making SceneGraph::Camera::fixAspectRatio
modify the value directly. Correct me if I'm wrong
Would be nice to get it as parameter
you mean setAspectRatioPolicy(AspectRatioPolicy)? :) if you want to have a global configurable default, easiest is to create your own subclass (you wouldn't believe how painful mutable globals sometimes are, which is why i tend to avoid them)
_rawProjectionMatrix
is there because if you call the setAspectRatioPolicy()
or setViewport()
, it "bakes" _projectionMatrix
from the raw one and the aspect ratio correction, and on a subsequent call it would have no way to know what the original ("raw") projection was to correct it again
ah well, i don't know ... so it's any call to mapForDraw() that breaks it and if it's not there it works?
even the implicit
.mapForDraw({{Shaders::Phong::ColorOutput, GL::Framebuffer::ColorAttachment{0}});
with no other attachment breaks it?
Yes. I'm experimenting a bit, and yes. Even with only Color output in both Framebuffer and Phong shader output all black!
_color.setStorage(GL::RenderbufferFormat::RGBA8, GL::defaultFramebuffer.viewport().size());
then all rendering becomes black. Even if I delete all the mapForDraw
, blit
and other framebuffer setup code. I keep only the GL::defaultFramebuffer
, untouched, as it comes from the main
.
GL::defaultFramebuffer
, it binds framebuffer with ID 0 instead of the actual custom framebuffer object iOS uses by default