Sunday, August 28, 2022
HomeGame DevelopmentDifficulty when changing mission to three.6 - Cocos Creator

Difficulty when changing mission to three.6 – Cocos Creator


Hello All,

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

[.WebGL-000033DE017F0D00] GL_INVALID_OPERATION: Error: 0x00000502, in ....third_partyanglesrclibANGLErendererd3dVertexDataManager.cpp, reserveSpaceForAttrib:520. Inner error: 0x00000502: Vertex buffer shouldn't be large enough for the draw name.

It isn’t inflicting any points within the mission that I can see however thought I’d report it because it is likely to be a bug.

Thanks


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

It shouldn’t be taking place, it means your vertex information shouldn’t be becoming the draw name’s index information, may associated to some core stage problem, do you’ve got any thought how can we reproduce it ?

I do not know what may very well be inflicting the error. I’ll attempt debugging later if I can. From the error, do you’ve got any solutions on what is likely to 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 might 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 improvement?

Thanks

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

For WebGPU, the event is nearly accomplished, 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 have to do? I’ll look ahead to webgpu to be finalised earlier than utilizing it. Excited for it although!

Within the construct panel, it’s best to have the ability to see Render Backend part the place you may test Vulkan

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

Ah thanks, appears to be solely changeable on the home windows builds. I’m solely centered 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 meanwhile because it isn’t effecting something.

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



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