https://bugs.freedesktop.org/show_bug.cgi?id=97305
--- Comment #1 from Ilia Mirkin imirkin@alum.mit.edu --- (In reply to Matias N. Goldberg from comment #0)
But the following did not: glTexBufferRange( GL_TEXTURE_BUFFER, GL_RGBA32F, boName, offsetAlignedTo4ButNotTo256, sizeBytes ); uniform samplerBuffer f3dLightList; vec4 values = texelFetch( f3dLightList, int(sampleOffset) ).x;
The output of the latter was flickering garbage. When I forced 256 byte alignment, it worked as expected.
My guess is that 16 would have worked as well. It just has to be aligned to the texel. 4 works for GL_RGBA8 but not GL_RGBA32*. Unfortunately there's no provision for a per-format limit.