Lazy WebGL buffer re-bind broken
Reported by lindsay.kay (at xeolabs) | May 9th, 2010 @ 01:09 PM
Symptoms
Chromium - with webgl-trace enabled
webgl-trace.js:15gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
webgl-trace.js:15gl.uniformMatrix4fv(uniformLocation10, 0, new WebGLFloatArray( [0.9781476259231567, 0, 0.2079116851091385, 0, 0, 1, 0, 0, -0.2079116851091385, 0, 0.9781476259231567, 0, 120, 0, 140, 1] ));
webgl-trace.js:15gl.uniformMatrix4fv(uniformLocation11, 0, new WebGLFloatArray( [0.9781476259231567, 0, 0.2079116851091385, -146.4853515625, 0, 1, 0, 0, -0.2079116851091385, 0, 0.9781476259231567, -111.99126434326172, 0, 0, 0, 1] ));
webgl-trace.js:15gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
webgl-trace.js:15WebGL error INVALID_OPERATION in drawElements(TRIANGLES, 36, UNSIGNED_SHORT, NONE)
Firefox Logs error: "glDrawElements: must have element array buffer binding!"
Cause
The lazy buffer rebind (first line of snippet below) sometimes
binds a null buffer. When that is commented out, all is
good.
if (currentBoundGeoType != type) {
for (var i = 0; i < 8; i++) {
context.disableVertexAttribArray(i);
}
SceneJS_eventModule.fireEvent(
SceneJS_eventModule.GEOMETRY_EXPORTED,
geo);
geo.indexBuf.bind(); // Bind index buffer
currentBoundGeoType = type;
} context.drawElements(geo.primitive, geo.indexBuf.numItems, context.UNSIGNED_SHORT, 0); // <------- Error occurs right after this line executed context.flush();
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SceneJS provides easy access to WebGL through a simple and declarative JavaScript API. The SceneJS API is functional, which enables its scene definitions to be really compact and expressive, while hooking into other JavaScript code just that little bit more smoothly.