Comment # 1
on bug 97305
from Ilia Mirkin
(In reply to Matias N. Goldberg from comment #0) > But the following did not: > glTexBufferRange( GL_TEXTURE_BUFFER, GL_RGBA32F, boName, > offsetAlignedTo4ButNotTo256, sizeBytes ); > uniform samplerBuffer f3dLightList; > vec4 values = texelFetch( f3dLightList, int(sampleOffset) ).x; > > The output of the latter was flickering garbage. When I forced 256 byte > alignment, it worked as expected. My guess is that 16 would have worked as well. It just has to be aligned to the texel. 4 works for GL_RGBA8 but not GL_RGBA32*. Unfortunately there's no provision for a per-format limit.
You are receiving this mail because:
- You are the assignee for the bug.
_______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/dri-devel