[Bug] Deck.GL 9.1.13 Sharder Error - Hexagon Layer
Description
Using the latest version of Deck.gl with Maplibre the library fail.
"deck.gl": "^9.1.13",
"maplibre-gl": "^5.1.0",
Flavors
- [ ] Script tag
- [ ] React
- [ ] Python/Jupyter notebook
- [x] MapboxOverlay
- [ ] GoogleMapsOverlay
- [ ] CARTO
- [ ] ArcGIS
Expected Behavior
No response
Steps to Reproduce
Using the Demo https://github.com/visgl/deck.gl/blob/9.1-release/examples/website/3d-heatmap/app.tsx
Environment
- Framework version: [email protected]
- Browser: Chrome 138.0.7204.101 (Build oficial) (64 bits)
- OS: Windows 10
Logs
:1 [.WebGL-0x6cc404945b00] GL_INVALID_VALUE: glTexStorage2D: Desired resource size is greater than max texture size.Understand this warning :1 [.WebGL-0x6cc404945b00] GL_INVALID_FRAMEBUFFER_OPERATION: glClear: Framebuffer is incomplete: Attachment has zero size.Understand this warning :1 [.WebGL-0x6cc404945b00] GL_INVALID_FRAMEBUFFER_OPERATION: glDrawArrays: Framebuffer is incomplete: Attachment has zero size.Understand this warning :230 deck: Layer has too many data objects. Picking might not be able to distinguish all objects.
Shader Compilation Error in vertex hexagon-cell-layer-vertex-shader
1: #version 300 es 2: 3: // ----- PROLOGUE ------------------------- 4: 5: #define SHADER_TYPE_VERTEX 6: 7: #define INTEL_GPU 8: // Intel optimizes away the calculation necessary for emulated fp64 9: #define LUMA_FP64_CODE_ELIMINATION_WORKAROUND 1 10: // Intel's built-in 'tan' function doesn't have acceptable precision 11: #define LUMA_FP32_TAN_PRECISION_WORKAROUND 1 12: // Intel GPU doesn't have full 32 bits precision in same cases, causes overflow 13: #define LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND 1 14: 15: 16: ... 251: geometry.uv = vec2(0.); 252: #ifdef FLAT_SHADING 253: if (column.extruded && !column.isStroke && !bool(picking.isActive)) { 254: vec3 normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz))); 255: fragColor.rgb = lighting_getLightColor(vColor.rgb, cameraPosition, position_commonspace.xyz, normal); 256: } 257: #endif 258: DECKGL_FILTER_COLOR(fragColor, geometry); 259: }