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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Wrong values returned by GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT & GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT randomly breaks stuff"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97305#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Wrong values returned by GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT & GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT randomly breaks stuff"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97305">bug 97305</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Matias N. Goldberg from <a href="show_bug.cgi?id=97305#c0">comment #0</a>)
<span class="quote">> 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.</span >
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.</pre>
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