I'm attempting to fix a pre-existing bug in some code that is based on THREE.js rev 49 with some custom shaders.
I'm a total WebGL newb, so I haven't been able to make much heads or tails of other answers since they seemed to assume a lot more knowledge than I had. I would be super appreciative of even any hints as to what to look for! :) The end result of the code is to draw a translucent box wireframe and paint the faces with translucent textures.
The particular error is:
[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
I traced the issue to a particular _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
in THREE.WebGLRenderer.renderBuffer.
Here is a snippet of the calling code:
scene.overrideMaterial = depthMaterial; // shaders below
var ctx = renderer.getContext(); // renderer is a THREE.WebGLRenderer
ctx.disable(ctx.BLEND);
// renderTarget is a THREE.WebGLRenderTarget, _camera, scene is obvious
renderer.render(scene, _camera, renderTarget, true); // error occurs here
Here are the relevant shaders:
uniforms: {},
vertexShader: [
"varying vec3 vNormal;",
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vNormal = normalMatrix * normal;",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("
"),
fragmentShader: [
"vec4 pack_depth( const in highp float depth ) {",
"const highp vec4 bit_shift = vec4( 256.0, 256.0*256.0, 256.0*256.0*256.0, 256.0*256.0*256.0*256.0 );",
"vec4 res = depth * bit_shift;",
"res.x = min(res.x + 1.0, 255.0);",
"res = fract(floor(res) / 256.0);",
"return res;",
"}",
"void main() {",
"gl_FragData[0] = pack_depth( gl_FragCoord.z );",
"}"
].join("
")
Thanks for your help!
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