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iOS line shader issue #36

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incanus opened this issue Feb 4, 2014 · 5 comments
Closed

iOS line shader issue #36

incanus opened this issue Feb 4, 2014 · 5 comments
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@incanus
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incanus commented Feb 4, 2014

I seem to recall something like this with the Ejecta approach, too -- @ansis do you remember?

img_0593

@incanus
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incanus commented Feb 4, 2014

I seem to recall it being something around degenerate triangles not drawing properly, causing connections between line segments in the draw.

@incanus incanus added the bug label Feb 4, 2014
@incanus
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incanus commented Feb 4, 2014

@kkaefer remembered this -- it's related to using mediump instead of highp in the shaders. We likely want to reevaluate but that's a quick fix.

@ansis
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ansis commented Feb 5, 2014

Due to the precision differences, this was failing: https://github.com/mapbox/llmr-native/blob/master/src/shader/line.vertex.glsl#L48

The special value/comparison should be changed to something that works with mediump on all platforms.

@incanus
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incanus commented Feb 7, 2014

Holding on this. @kkaefer is working on getting rid of degenerate triangles.

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incanus commented Feb 10, 2014

Closing in favor of #44.

@incanus incanus closed this as completed Feb 10, 2014
This was referenced Aug 14, 2019
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