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Avoid gl_ClipDistance in geometry shader

Open ffreyer opened this issue 5 months ago • 1 comments

Description

Fixes #4148

Based on some testing with Simon the cause of the issue seems to be gl_ClipDistance being used in a geometry shader. This pr replaces that with just not generating scatter geometry. That is equivalent to what the previous implementation did, in effect, as clipping was/is only based on the scatter position.

This is a bit different from the version Simon tested so it needs to be checked again. (Who knows, maybe WSL also doesn't like geometry shaders not generating geometry)

Type of change

  • [x] Bug fix (non-breaking change which fixes an issue)

Checklist

  • [x] Added an entry in CHANGELOG.md (for new features and breaking changes)
  • [ ] Added or changed relevant sections in the documentation
  • [ ] Added unit tests for new algorithms, conversion methods, etc.
  • [ ] Added reference image tests for new plotting functions, recipes, visual options, etc.

ffreyer avatar Aug 27 '24 21:08 ffreyer