You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
@Findus79 reports on Gitter that the example programs work in Extended mode, and his program works in DirectMode but not Extended mode because the buffers are not filled in on the OpenGL path in Extended mode (though they are in DirectMode).
The text was updated successfully, but these errors were encountered:
RenderManager demos work fine, but they ignore the RenderBuffer entries. The user app is making use of them, so is failing. We don't have a method to reproduce; we should be able to do so by setting the buffers in one of the Render() display apps, like the high-poly-count one. It should then work in DirectMode but not extended until fixed.
Hi, there seems to be a misunderstanding, so I'd like to add that I do not use the renderbuffers. I just noticed that they are set in DirectMode and not set in ExtendedMode. My Render/Game Loop looks just like the examples (I built my application upon them), that is:
Update Context
Update Scene
Render
I just noticed the differences with the render buffers when debugging my problem. I do not use them directly.
@Findus79 reports on Gitter that the example programs work in Extended mode, and his program works in DirectMode but not Extended mode because the buffers are not filled in on the OpenGL path in Extended mode (though they are in DirectMode).
The text was updated successfully, but these errors were encountered: