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This repository has been archived by the owner on Aug 8, 2023. It is now read-only.
Since #8183 (and the followup in #8496), we are packing pairs of colors into a single highp vec4. This strategy means that we have a hard requirement for highp providing at least 16 bits of precision.
It's possible that this color bugcould be caused by a device that doesn't provide 16-bit highps.
We can add a check at startup, using glGetShaderPrecisionFormat, so that if a device doesn't have enough precision, we fail with an error message instead of trying to proceed.
The text was updated successfully, but these errors were encountered:
Do we have any good way to expose a flag controlling whether or not this information gets logged?
Relatedly: there are a couple of unit tests that make assertions based on logging output, and adding this diagnostic logging will mess them up, e.g. here.
Since #8183 (and the followup in #8496), we are packing pairs of colors into a single
highp vec4
. This strategy means that we have a hard requirement forhighp
providing at least 16 bits of precision.It's possible that this color bug could be caused by a device that doesn't provide 16-bit
highp
s.We can add a check at startup, using
glGetShaderPrecisionFormat
, so that if a device doesn't have enough precision, we fail with an error message instead of trying to proceed.The text was updated successfully, but these errors were encountered: