Incorrect texture unit check

Bug #626303 reported by tmrwiz
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ren'Py
Fix Released
High
Tom Rothamel

Bug Description

I was looking around gldraw.py and notices this code:

        v = [ 0 ]

        gl.GetIntegerv(gl.MAX_TEXTURE_UNITS_ARB, v)

        self.log("Number of texture units: %d", v[0])

        gl.GetIntegerv(gl.MAX_CLIP_PLANES, v)

        self.log("Number of clipping planes: %d", v[0])

        if v[0] < 4:
            self.log("Not enough texture units.")
            return False

it seems like it's checking the number of clip planes instead of the number of texture units. The clip planes code was added later and was apparently placed incorrectly in the middle of the texture units >= 4 check.

Revision history for this message
tmrwiz (tmrwiz) wrote :

Speaking of which, framebuffer_object RTT is disabled, this looks like some troubleshooting. I re-enabled it by removing the "RENPY_nonexistent_extension" requirement, and it worked perfectly.

Revision history for this message
Tom Rothamel (renpytom) wrote :

Thanks for the bug report.

Framebuffer object was disabled on purpose - some users were reporting that it caused crashes on their systems. Since everyone supports the copy method, and the performance was often similar, copy is now the only supported method.

Changed in renpy:
status: New → Confirmed
importance: Undecided → High
assignee: nobody → renpytom (renpytom)
milestone: none → 6.11.1
Tom Rothamel (renpytom)
Changed in renpy:
status: Confirmed → Fix Committed
Tom Rothamel (renpytom)
Changed in renpy:
status: Fix Committed → Fix Released
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