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[Bug] Deck.GL 9.1.13 Sharder Error - Hexagon Layer

Open JeffersonLupinacci opened this issue 5 months ago • 0 comments

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: }

JeffersonLupinacci avatar Jul 09 '25 10:07 JeffersonLupinacci