Home Game Development Issue when changing challenge to three.6 – Cocos Creator

Issue when changing challenge to three.6 – Cocos Creator

0
Issue when changing challenge to three.6 – Cocos Creator

[ad_1]

Hi All,

I’m not too certain why however after altering my challenge from 3.5 to three.6 I’ve now obtained this error when working the challenge:

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

It isn’t inflicting any points within the challenge that I can see however thought I’d report it because it may be 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 crew for additional investigation.

It shouldn’t be taking place, it means your vertex information is just not becoming the draw name’s index information, may associated to some core stage difficulty, do you’ve got any thought how can we reproduce it ?

I do not know what might be inflicting the error. I’ll attempt debugging later if I can. From the error, do you’ve got any options on what may be 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 may 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 might be utilizing GLES3 on home windows, have you ever tried Vulkan backend ?

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

1 Like

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 have the ability to see Render Backend part the place you possibly can test Vulkan

https://docs.cocos.com/creator/handbook/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 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

1 Like

I’ve had a while trying on the difficulty as a result of though it doesn’t trigger any points I can see it does decelerate the sport on load for just a few seconds. I believe because of the error reporting in console. Either means I’ve discovered the difficulty and you’ll reproduce it.

If you create a brand new particle system and use the beneath settings:

To repair the error I modified capability to a 100. It does seem it is determined by what price over time is about to. Maybe the capability can’t be much less then the speed, I haven’t examined that.

I did additionally stumble upon this thread right here: javascript – WebGL Cannot Draw More Than 44 Points Even If Enough Buffer Space – Stack Overflow

Turning off {hardware} acceleration did make the error go away however made the sport run at a crawl. Might not be associated however thought it may be helpful to attempt to assist repair the difficulty.

I’m now working round this difficulty and have every little thing working error free once more.
Thanks

[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here