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Describe the bug
When I change the buffer binding of a mesh, I got gl error: "GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer" if my new buffer' byteLength is larger.
GLPrimitive.ts line 39
if (!this.vao.has(shaderProgram.id)) {
this.registerVAO(shaderProgram);
}
According to above code, VAO is always get from cache.
VAO should update when mesh binding another new buffer .
To Reproduce
Steps to reproduce the behavior:
Using mesh renderer rendering a mesh
Using setVertexBufferBinding and setIndexBufferBinding bind new buffer to mesh, and new buffer's byte length is larger.
Update sub mesh count.
See error: GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
Expected behavior
MeshRenderer working well, ant no gl error.
Screenshots
Desktop (please complete the following information):
OS: MacBook Pro (16-inch, 2019)
Browser chrome
The text was updated successfully, but these errors were encountered:
Describe the bug
When I change the buffer binding of a mesh, I got gl error: "GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer" if my new buffer' byteLength is larger.
GLPrimitive.ts line 39
if (!this.vao.has(shaderProgram.id)) {
this.registerVAO(shaderProgram);
}
According to above code, VAO is always get from cache.
VAO should update when mesh binding another new buffer .
To Reproduce
Steps to reproduce the behavior:
Expected behavior
MeshRenderer working well, ant no gl error.
Screenshots
Desktop (please complete the following information):
The text was updated successfully, but these errors were encountered: