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Hi All,
I’m not too positive why however after altering my challenge from 3.5 to three.6 I’ve now obtained this error when operating the challenge:
[.WebGL-000033DE017F0D00] GL_INVALID_OPERATION: Error: 0x00000502, in ....third_partyanglesrclibANGLErendererd3dVertexDataManager.cpp, reserveSpaceForAttrib:520. Internal error: 0x00000502: Vertex buffer just isn't sufficiently big for the draw name.
It isn’t inflicting any points within the challenge that I can see however thought I might report it because it is perhaps a bug.
Thanks
hello Thanks for the suggestions! I believe when utilizing platform webgl1 it might need some points. Glad to listen to it isn’t inflicting something, reporting this to engine group for additional investigation.
It shouldn’t be occurring, it means your vertex information just isn’t becoming the draw name’s index information, would possibly associated to some core stage concern, do you’ve any thought how can we reproduce it ?
I don’t know what could possibly be inflicting the error. I’ll attempt debugging later if I can. From the error, do you’ve any options on what is perhaps a attainable 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 undecided 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 completed, 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 must do? I’ll look forward to webgpu to be finalised earlier than utilizing it. Excited for it although!
In the construct panel, you need to be capable of see Render Backend part the place you possibly can test 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 targeted on internet builds. I’m nonetheless getting the webgl error, I’ll see if I can find a trigger for it quickly. I’m simply making an attempt to push forward with the sport for the time being because it isn’t effecting something.
mybad, I noticed d3d cpp file, thought it was native construct
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