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voidcompileShader(Shader shader, [bool checkForErrors =true]) {
gl.glCompileShader(shader.shaderId);
if (checkForErrors) {
final compiled = tempInt32s[0];
gl.glGetShaderiv(shader.shaderId, GL_COMPILE_STATUS, compiled);
if (compiled.value ==0) {
final infoLen = tempInt32s[1];
gl.glGetShaderiv(shader.shaderId, GL_INFO_LOG_LENGTH, infoLen);
String message ='';
if (infoLen.value >1) {
final infoLog =calloc<Int8>(infoLen.value);
gl.glGetShaderInfoLog(shader.shaderId, infoLen.value, nullptr, infoLog);
message ="\nError compiling shader:\n${infoLog.cast<Utf8>().toDartString()}";
calloc.free(infoLog);
}
throwOpenGLException(message, 0);
}
}
}
gl.compileShader on the web doesn't have anything related to errors, so this would be a misalignment with browser's WebGL.
My suggestions is to make sure gl api is exactly the same as it is on the web
The text was updated successfully, but these errors were encountered:
example:
gl.compileShader
on the web doesn't have anything related to errors, so this would be a misalignment with browser's WebGL.My suggestions is to make sure gl api is exactly the same as it is on the web
The text was updated successfully, but these errors were encountered: