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Concern when changing undertaking to three.6 – Cocos Creator


Hello All,

I’m not too certain why however after altering my undertaking from 3.5 to three.6 I’ve now acquired this error when working the undertaking:

[.WebGL-000033DE017F0D00] GL_INVALID_OPERATION: Error: 0x00000502, in ....third_partyanglesrclibANGLErendererd3dVertexDataManager.cpp, reserveSpaceForAttrib:520. Inside error: 0x00000502: Vertex buffer will not be sufficiently big for the draw name.

It isn’t inflicting any points within the undertaking that I can see however thought I’d report it because it could be a bug.

Thanks


hello Thanks for the suggestions! I feel when utilizing platform webgl1 it might need some points. Glad to listen to it isn’t inflicting something, reporting this to engine crew for additional investigation.

It shouldn’t be occurring, it means your vertex information will not be becoming the draw name’s index information, would possibly associated to some core degree problem, do you could have any thought how can we reproduce it ?

I do not know what could possibly be inflicting the error. I’ll attempt debugging later if I can. From the error, do you could have any strategies on what could be a potential trigger so I do know the place to look?

Additionally you say about utilizing the webgl1 platform. Are there different platform choices and may it’s modified? I’m intrigued to see the webgpu platform, though I’m undecided if that’s one thing that’s already within the engine or in growth?

Thanks

On which platform have you ever met the issue ? From the error message, it appears you might be utilizing GLES3 on home windows, have you ever tried Vulkan backend ?

For WebGPU, the event is sort of performed, here’s a pull request for it



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Is there a setting I can change to make use of Vulkan or is there one thing else I must do? I’ll anticipate webgpu to be finalised earlier than utilizing it. Excited for it although!

Within the construct panel, it is best to be capable to see Render Backend part the place you possibly can examine Vulkan

https://docs.cocos.com/creator/guide/en/editor/publish/native-options.html#build-for-windows

Ah thanks, appears to be solely changeable on the home windows builds. I’m solely targeted on net builds. I’m nonetheless getting the webgl error, I’ll see if I can find a trigger for it quickly. I’m simply attempting to push forward with the sport in the intervening time because it isn’t effecting something.

mybad, I noticed d3d cpp file, thought it was native construct



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I’ve had a while wanting on the problem as a result of though it doesn’t trigger any points I can see it does decelerate the sport on load for a couple of seconds. I feel as a result of error reporting in console. Both manner I’ve discovered the problem and you may reproduce it.

When you create a brand new particle system and use the under settings:

To repair the error I modified capability to a 100. It does seem it relies on what charge over time is about to. Perhaps the capability can’t be much less then the speed, I haven’t examined that.

I did additionally stumble upon this thread right here: javascript – WebGL Can’t Draw Extra Than 44 Factors Even If Sufficient Buffer Area – Stack Overflow

Turning off {hardware} acceleration did make the error go away however made the sport run at a crawl. May not be associated however thought it could be helpful to try to assist repair the problem.

I’m now working round this problem and have all the pieces working error free once more.
Thanks

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