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Hm, that means we're using too many varyings. @ffreyer you run into this before right but fixed it by using less varyings?
@contradict, since it runs fine on my PC, it may be that you can fix this by upgrading your graphics driver - since it seems for a modern driver/gpu we certainly don't use too many varyings.
Yes... I'm not sure if it was vertex shader inputs or fragment shader inputs that were the problem. I think c11b3d3 reduced vertex shader inputs, and one of the todos in #3558 eludes to fragment shader inputs being the problem.
At this point the fragment shader inputs are less than what mesh.frag has, so I'd assume they aren't the issue here (though there are a lot of non varying ones...). We may still get tighter packing by merging a vec3 with a float though, because afaik a vec3 takes a vec4 worth of space. For vertex shader inputs we'd need to optimize the interleaved buffer code.
This seems to be the problem, I tried on a newer computer and it works fine. The GTX680 is a 12 year old GPU (I have pinned the driver at the last version that supports this card), so it might just be time to upgrade! Thanks for taking a look.
]st -m Makie
)WGLMakie v0.10.15
Bonito v3.1.2
Pluto v0.19.45
]activate --temp; add Makie
)Pluto notebook here
Linux 64-bit Intel, Firefox 129.0, NVIDIA GTX 680
The figure displayed looks like this
And the error displayed inline is
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