Comment # 1 on bug 97305 from
(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.


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