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Issue when changing undertaking to three.6 – Cocos Creator

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Issue when changing undertaking to three.6 – Cocos Creator

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Hi All,

I’m not too positive why however after altering my undertaking from 3.5 to three.6 I’ve now acquired this error when operating the undertaking:

[.WebGL-000033DE017F0D00] GL_INVALID_OPERATION: Error: 0x00000502, in ....third_partyanglesrclibANGLErendererd3dVertexDataManager.cpp, reserveSpaceForAttrib:520. Internal error: 0x00000502: Vertex buffer is just not large enough for the draw name.

It isn’t inflicting any points within the undertaking that I can see however thought I’d report it because it is perhaps a bug.

Thanks

hello Thanks for the suggestions! I feel when utilizing platform webgl1 it might need some points. Glad to listen to it isn’t inflicting something, reporting this to engine workforce for additional investigation.

It shouldn’t be taking place, it means your vertex knowledge is just not becoming the draw name’s index knowledge, would possibly associated to some core stage difficulty, do you will have any concept how can we reproduce it ?

I don’t know what may very well be inflicting the error. I’ll strive debugging later if I can. From the error, do you will have any options on what is perhaps a doable trigger so I do know the place to look?

Also you say about utilizing the webgl1 platform. Are there different platform choices and might or not it’s modified? I’m intrigued to see the webgpu platform, though I’m unsure if that’s one thing that’s already within the engine or in growth?

Thanks

On which platform have you ever met the issue ? From the error message, it appears you’re utilizing GLES3 on home windows, have you ever tried Vulkan backend ?

For WebGPU, the event is nearly accomplished, here’s a pull request for it

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Is there a setting I can change to make use of Vulkan or is there one thing else I have to do? I’ll look forward to webgpu to be finalised earlier than utilizing it. Excited for it although!

In the construct panel, it is best to be capable to see Render Backend part the place you may verify Vulkan

https://docs.cocos.com/creator/guide/en/editor/publish/native-options.html#build-for-windows

Ah thanks, appears to be solely changeable on the home windows builds. I’m solely centered on net builds. I’m nonetheless getting the webgl error, I’ll see if I can find a trigger for it quickly. I’m simply attempting to push forward with the sport in the mean time because it isn’t effecting something.

mybad, I noticed d3d cpp file, thought it was native construct

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