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@@ -25,7 +25,7 @@ If you use `glGetError` with or without macros like `GLCALL` or `GLCHECK` or rol
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Make sure you check that shader compilation *and* linking was successful. See `glGetShaderiv` & `glGetProgramiv` on compile and link status.
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### You are on a Mac
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### You are on a Mac
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Please port your engine to `metal` or `webgpu` at least, seriously. There is no support for `KHR_debug` and you cannot use anything > gl 4.1. That is enough reason
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@@ -49,12 +49,12 @@ Older versions of `gEDebugger` or `CodeXL` might work too.
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It is most likely that the headers you are using are just outdated. Regenerate the header on dav1d's site. Or check your build system that it is
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pulling a recent version of glad.
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### Debug Callback Says...
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### Debug Callback Says
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-`GL_INVALID_OPERATION error generated. Array object is not active.`:
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You didn't bind a VAO. Core Context OpenGL requires a VAO bound at all times. Bind one.
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### Shader Compiler Log Says...
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### Shader Compiler Log Says
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-`function "main" is already defined`
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You probably compile your fragment shader as vertex shader or other way around
@@ -65,7 +65,7 @@ pulling a recent version of glad.
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You either need to query extensions with a forward compatible context or you switch to query `GL_NUM_EXTENSIONS` first and
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then iterate over all of them with `glGetStringi` and then check if the extension is part of that list. The latter requires a core OpenGL context.
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### Exception when calling glDrawElements - aka "0xC0000005"
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### Exception when calling glDrawElements - aka "0xC0000005"
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You most likely have no indexbuffer is bound. Or it is not associated to/with the current VAO.
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@@ -109,7 +109,8 @@ Vertex colors might just be black. If it wasn't intentional, check the contents
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- are you playing with depth-pre-pass-isms?
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- make sure the gl state between passes is the same, face winding, cullmode, etc. See Appending A.3 in the gl spec for more clues about invariance.
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- check winding order and cullmode, you might be looking at the wrong side of your faces
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- you check renderdoc and wonder why the vertex list contains the same (perhaps even first element) only, for all vertices. Make sure your `glDrawElements(..., ..., GL_UNSIGNED_INT, ...)` or whatever datatype your indexbuffer consists of matches that parameter
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- you check renderdoc and wonder why the vertex list contains the same (perhaps even first element) only, for all vertices. Make sure your `glDrawElements(..., ..., GL_UNSIGNED_INT, ...)` or whatever datatype your indexbuffer consists of matches that parameter
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- Perhaps you are trying to read an int/uint or long/ulong value from your vertex attribute. Get some glasses and double check that you called the right `glVertexAttrib`**`X`**`Pointer` when setting up your VAO.
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All these things can be checked with a graphics debugger of your choice.
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@@ -121,7 +122,7 @@ Request 4 channels from stb_image. There is almost never a reason to request 3 o
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### Textures look like one color component is more prominent than others
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