Dave Pagurek
Dave Pagurek
Thanks for catching this! After https://github.com/processing/p5.js/pull/5923, textures are unbound when the shader is unbound to prevent some other bugs (keeping textures bound when not using them causes a lot of...
If anyone is interested in taking this on, I think what we would need to do is adjust `setUniform` to store the last set texture on the shader: https://github.com/processing/p5.js/blob/bcf9134547389fd26cdb251d3055206866dc3498/src/webgl/p5.Shader.js#L957-L960 ...and...
I made a new sketch on the most recent p5 here: https://editor.p5js.org/davepagurek/sketches/pwIAXyF0X With the implementation of `unbindTextures` empty, the fills still stop working for me and I get the same...
It's a weird situation because it's left up to the driver developers to determine what's considered feedback or not, so on some platforms it works. Unfortunately we mostly have to...
That makes sense, there isn't any framebuffer feedback going on in that sketch so in that case there isn't a need to unbind anything. Unbinding is only required for a...
While it does solve the issue here, it also would mean that while some textures remain bound, others do not, which could lead to confusion for users. To keep consistency...
I think there are two parts here, first being why we unbind things at all. This issue https://github.com/processing/p5.js/issues/5921 happens if you leave certain framebuffers bound. Essentially: if you have a...
Thanks for taking a look! I think maybe the places that would make sense are `bindShader` and `unbindTextures`. I'm imagining: - In `bindShader`, you could loop through `this.samplers` and re-apply...
I've added code to the 2.0 branch that should resolve this issue, so I'm going to mark this as closed. Expect a fix in the 2.0 release early next year!
It looks like re-rendering the canvas is part of the P5-wrapper library's behaviour. There are two sort of different directions you could go in: 1. Keeping the re-rendering behaviour, figuring...