Comments (3)
Yeah OpenGL doesn't initialize textures, so you might see garbage. My assumption is that user will fill up textures with data before displaying it (which is not case in this example :).
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Ok, my bad, I thought screenshot was early on before it fills up. Yeah you should see rectangles updating, just initial state of texture in GL might be garbage.
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Ok, closing it then...
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Related Issues (20)
- Vulkan Backend - incorrect mipmap generation for cubemap frame buffers. HOT 4
- Unable to build bgfx for iOS Simulator x86_64 arch HOT 4
- Vulkan on Android: the frame isn't updating (ONLY THE FIRST FRAME IS RENDERED) HOT 4
- Screenshot taken always from the main window backbuffer on MacOS/Metal
- Index buffer offset not being set with dynamic index buffer and indirect call HOT 25
- gl_NumWorkGroups doesn't compile when the target is DirectX HOT 1
- Feature request: Support FSR 3 instead of FSR 1
- Allow one executable to run with Vulkan on Wayland and X11 HOT 1
- BX and BGFX do not support the conformant MSVC preprocessor HOT 12
- Examples crash on startup on Ubuntu 22.04 HOT 7
- A D3D11 debuglayer warning in 00-helloworld example project.
- setViewMode sequential mode seems to be broken HOT 2
- bgfx:blit on texture arrays does not handle layers past the first one consistently
- [vulkan] Synchronization issue: vkAcquireNextImage uses a semaphore which is in use. HOT 4
- [vulkan] example-07-callback does not work well with a tiling wm.
- Dxgi::shutdown() asserts on 4 GPUs host
- Example 08-update: Non 1x1 texel block size ImageFormats get copied incorrectly from buffer to image in Vulkan. HOT 2
- Metal renderer compiler error in XCode version 15.0 and 15.1 HOT 5
- Dynamic vertex buffer getting overwritten by update after being submitted HOT 3
- A few shutdown & re-init bugs HOT 2
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