Matias N. Goldberg

Results 437 comments of Matias N. Goldberg

IIRC the problem was that walking up the hierarchy there was a "missing link" between the SceneNode and the Bone. i.e. - SceneNode owning the MovableObject that owns the SkeletonInstance...

A small nitpick that is probably not of relevance on macOS GL3 (but relevant everywhere else). You first clear but then tell the GPU to ignore that clear: ``` target...

Give the simplicity of your sample, things I can think of: 1. Clear is broken. We changed how we clear a lot in 2.2; the relevant code is in `GL3PlusRenderPassDescriptor::performLoadActions`...

> Next step is to look at emulating glTexStorage2D, IIRC think there's code for this in Ogre2.1 so I'll look that up. Since we're trying to determine the cause of...

Btw what happens if you change the clear colour? i.e. from green to blue or red? Same result? Different? That is key.

Oh that's a good help! It could mean: 1. Texture is not bound correctly (weird... lots of regular textures would be broken too), i.e. `GL3PlusRenderSystem::_setTexture` 2. `uniform sampler2D tex;` points...

I just realized that if shadow mapping is working, then FBO and RenderToTexture stuff is working fine. This is heck a lot confusing. **Edit:** I assume you're working with MSAA...

Btw this is stupid, but I didn't ask for Ogre.log. Perhaps there's relevant info there. Could you upload it? Thanks

This could be a major facepalm: What happens if you do: ``` // out vec4 fragColour; // Comment it out #define gl_FragColor fragColour ```

Sorry I messed up, it should've been: `#define fragColour gl_FragColor`