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attributes out of range #30
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The mapping from semantic to attribute index that we use is a traditional one. I think it originated when hardware was moving away from fixed-function pipelines to shader-based ones. You can find semantic mappings identical to ours in other places: http://src.chromium.org/svn/trunk/o3d/core/cross/gl/utils_gl.cc It is possible that it was something only particular to some video cards. According to WebGL Stats, only 0.3% of users have less than 16 vertex attributes: Perhaps we could reorder the semantics table only for those devices, moving the most esoteric semantics to higher indices... Whilst we change our code, if you want to make your game work on those devices you could just use other semantics with lower indices, just make sure that both the shader and the vertex stream use the same one. |
Thank you greggman and David. I would really like to see this change being put into code, since I lack the knowledge to do it myself. |
should help with turbuenz_engine/#30.
* master: (53 commits) Remap semantics/attribute indices when max supported is less than 16, should help with turbuenz_engine/#30. Unify semantics names on the ATTR form to match programs code. Added support for the latest version of the Gamepads specification. Keep original geometry data because physics will use it later on. Updated changelog to include tslint note. More tslint fixes. Fixed declaration of variable inputs. Fix check-ts launching tslint on windows Fixed tslint errors. Updated release notes and changelog for latest engine Updated copyright and tslint Updated AssetCache to version 2: - Improvements to performance. - Added new function 'get'. - Changed behaviour of 'request'. - Improved edge case handling. Fixed to run npm from the nodejs installed by turbulenz engine Added missing semicolons. Relax centre position check to be a tenth of the collision margin. Add .tslintrc for check_ts Add support for running tslint on typescript source with check_ts Fixed to use unsigned typed array. Pass extents information to convex hull creation. Pass existing extents information to convex hull creation. ...
This issue should have been addressed now. Please can you try it out in the latest master. |
See this stackoverflow question
http://stackoverflow.com/questions/21018524/webgl-not-rendering-textures-on-some-devices/
Turbulenz appears to be using attributes out of range. For example checking Score Rush I see it uses attributes 0, 3, and 8. Why not 0, 1, 2? In any case, WebGL only requires 8 so on a device that only supports 8 attributes 7 is the highest numbered attribute that can be used which means Score Rush is going to fail when trying to use attribute 8.
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