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stefnotch avatar stefnotch commented on August 29, 2024 1

So, one of those changes broke it

If I had to guess why it happens, I'd guess that it's because

gl_Position = vec4(0, 0, 0, 1);

in the vertex shader causes all the points to be drawn at (0,0,0) which causes them to get clipped (near plane) and thus not get drawn at all.

I might be wrong though, I haven't actually tested anything.

from webgl2-fundamentals.

jacobbogers avatar jacobbogers commented on August 29, 2024

@greggman
i dont get it, i looked all the docs
(I merged my sample with the master branch of repo https://github.com/jacobbogers/testings
Look at src/ex3)

If i change the pixelsize to 500.0 in the vs shader then i get output in the outputframebuffer (i am not using canvas as destination) why is this so?

I think the gl_PointSize and the gl_FragCoord and texelFetch are somehow related, but cant find out how

#version 300 es
// all shaders have a main function
void main() {
  gl_PointSize = 500.0;
  gl_Position = vec4(0, 0, 0, 1);
}

from webgl2-fundamentals.

greggman avatar greggman commented on August 29, 2024

Github is the wrong place to ask this kind of question IMO. Github issues is for fixing issues on the site. If you want WebGL2 help ideally ask on stack overflow and each time you have a new question ask a new question instead of asking in the comments.

Otherwise if you don't want to use stack overflow please use the comments below each article.

I'm still happy to answer I just feel like less people will see the answers here in issues since traditionally github issues are for issues with the project.

Thanks

from webgl2-fundamentals.

jacobbogers avatar jacobbogers commented on August 29, 2024

True, that, I will ask in stack overflow, excuse the inconvenience

from webgl2-fundamentals.

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