None of glReadBuffer/glDrawBuffer/glDrawBuffers exist in GLES2 or WebGL -
they are not needed in these APIs to create a depth buffer-only FBO. If
your FBO is incomplete even when you did add a dummy color buffer, then the
bug must be somewhere else.


2014-01-25 Bram Stolk <[email protected]>

> Whoa! Still incomplete frame buffer?
>
> It seems the work around I put in does not always work.
>
> Anyways... I thought a little more on this depth buffer issue.
> I think it may actually be an emscripten bug, not a browser bug.
>
> The problem is that some platforms (like windows) need:
> glDrawBuffer( GL_NONE );
> glReadBuffer( GL_NONE );
> When using a depth only texture.
>
> When using emscripten, this compiles, but will not link due to missing
> symbols.
>
> BTW: glDrawBuffer and glReadBuffer are part of OpenGL, but missing in ES2.
> I don't know which one is used with SDL, but if emscripten can use these
> calls, I think the issue will be solved.
>
> /home/bram/src/emscripten/em++ -DJS -DLANDSCAPE -s ASM_JS=1
> -Wno-warn-absolute-paths -I../Models.game/geom -I../Models.editor/geom
> -I../../Base/C -I../Editor/C -I../PI -I../PI/WorldObjects
> -I../PI/VehicleObjects -I../Android/Game -I/home/bram/src/opende/include
> -I/home/bram/include -g -Wall -Wno-missing-braces -MMD -MP -DDEBUG -DdDEBUG
> -O1 -o bin/tlctc.html  src/main.cpp \
>     -lgame -lpi -led -lvehicleobjects -lworldobjects -lbase -lode -L.
> -L/home/bram/src/opende.js/ \
>     -s TOTAL_MEMORY=67108864 \
>     --preload-file Sounds@ \
>     --preload-file Textures@ \
>
> warning: unresolved symbol: glReadBuffer
> warning: unresolved symbol: glDrawBuffer
> warning: unresolved symbol: nextafterf
> bram@Ubuntu64:~/apps/LittleCrane/JS$
>
> Lastly: yes, -O1 is used.
> For my future builds, I will switch to -O2.
>
> Thx,
>
>   Bram
>
>
>
> On Sat, Jan 25, 2014 at 9:35 AM, Alon Zakai <[email protected]> wrote:
>
>> You should use enough TOTAL_MEMORY for the app, if that value is
>> sufficient for it to run then no more is needed.
>>
>> I see unminified function names in the generated code, so I think this is
>> an -O1 or -O0 build, and not -O2?
>>
>> I get a webgl error,
>>
>> Error: WebGL: Retrieving a WebGL context from a canvas via a request id
>> ('webgl') different from the id used to create the context
>> ('experimental-webgl') is not allowed. tlctc.js:6097
>> Error: WebGL: getExtension('MOZ_WEBGL_depth_texture'): MOZ_ prefixed
>> WebGL extension strings are deprecated. Support for them will be removed in
>> the future. Use unprefixed extension strings. To get draft extensions, set
>> the webgl.enable-draft-extensions preference. tlctc.js:6100
>> null tlctc.js:6101
>> [object WebGLExtensionDepthTexture] tlctc.js:6102
>> Error: WebGL: clear: incomplete framebuffer tlctc.js:6606
>> uncaught exception: Assertion failed: err == GL_NO_ERROR, at:
>> ../Android/Game/ctrl.cpp,550,ctrl_drawShadow at stackTrace@
>> http://stolk.org/tlctc/js-uncompressed/tlctc.js:1264
>> ___assert_fail@http://stolk.org/tlctc/js-uncompressed/tlctc.js:6558
>> Runtime.dynCall@http://stolk.org/tlctc/js-uncompressed/tlctc.js:693
>> Browser_mainLoop_runner@
>> http://stolk.org/tlctc/js-uncompressed/tlctc.js:6133
>>
>> - Alon
>>
>>
>>
>> On Sat, Jan 25, 2014 at 9:31 AM, Bram Stolk <[email protected]> wrote:
>>
>>> OK,
>>>
>>> Uncompressed version, with browser fix that avoids depth-only textures,
>>> at:
>>>
>>> http://stolk.org/tlctc/js-uncompressed/
>>>
>>> It runs on my HD3000 MacBook Air now :-)
>>> Albeit slowly due to the crappy GPU in that machine.
>>>
>>> It's really big though: 16mb js, 24 mb data, so be patient.
>>>
>>> Should I have used a larger value than -s TOTAL_MEMORY=67108864 ?
>>>
>>>   Bram
>>>
>>>
>>>
>>> On Sat, Jan 25, 2014 at 9:18 AM, Alon Zakai <[email protected]> wrote:
>>>
>>>> I get an out of memory error or my machine when trying to run it.
>>>>
>>>> Is it fully optimized (-O2)?
>>>>
>>>> Perhaps related to compression, any chance you can put up a version
>>>> without the lzma compression?
>>>>
>>>> - Alon
>>>>
>>>>
>>>>
>>>> On Sat, Jan 25, 2014 at 1:16 AM, Bram Stolk <[email protected]> wrote:
>>>>
>>>>> Sure,
>>>>>
>>>>> I will keep a permanent copy at http://stolk.org/tlctc/bugrep/
>>>>>
>>>>> Does the browser completely crash?
>>>>>
>>>>> On OSX, the javascript bails on an assert because the framebuffer is
>>>>> incomplete.
>>>>> I use a depth-only texture, which Version 32.0.1700.77 chrome does
>>>>> not like.
>>>>>
>>>>> I tried adding glDrawbuffer( GL_NONE ) but this symbol is undefined
>>>>> during linking?
>>>>> Does emscripten link against GL or GLES2 when I build sdl sources?
>>>>>
>>>>> Bram
>>>>>
>>>>>
>>>>>
>>>>> On Sat, Jan 25, 2014 at 1:04 AM, Jukka Jylänki <[email protected]>wrote:
>>>>>
>>>>>> Hey, I manage to consistently crash Firefox Nightly on this - could
>>>>>> you freeze this exact version of the page to some location that stays
>>>>>> alive? I'm going to submit a crash report about this.
>>>>>>
>>>>>>    Jukka
>>>>>>
>>>>>>
>>>>>> 2014/1/25 Bram Stolk <[email protected]>
>>>>>>
>>>>>>>  Hi,
>>>>>>>
>>>>>>>
>>>>>>> Here's the first version of the emscripted port of my Crane
>>>>>>> Simulator:
>>>>>>> "The Little Crane That Could."
>>>>>>>
>>>>>>> http://stolk.org/tlctc/js/
>>>>>>>
>>>>>>> Use arrow keys to drive truck, and on screen levers to control the
>>>>>>> crane.
>>>>>>> Drag mouse for camera control, +/- to zoom.
>>>>>>>
>>>>>>> If you try it out, please let me know your findings.
>>>>>>> The decompression is rather slow (slower than the download) but the
>>>>>>> files are nicely compacted.
>>>>>>>
>>>>>>> I'm amazed by what emscripten is able to do for me. (Pretty much
>>>>>>> everything I do in C, except the UDP sockets.)
>>>>>>>
>>>>>>> Keep up the good work!
>>>>>>>
>>>>>>>   Bram
>>>>>>>
>>>>>>>  --
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>>>>>
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>> “Programming today is a race between software engineers striving to
>>>>> build bigger and better idiot- proof programs, and the Universe trying to
>>>>> produce bigger and better idiots. So far, the Universe is winning.” (R
>>>>> Cook).
>>>>>
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>>>
>>>
>>>
>>> --
>>>
>>> “Programming today is a race between software engineers striving to
>>> build bigger and better idiot- proof programs, and the Universe trying to
>>> produce bigger and better idiots. So far, the Universe is winning.” (R
>>> Cook).
>>>
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>
>
>
> --
>
> “Programming today is a race between software engineers striving to build
> bigger and better idiot- proof programs, and the Universe trying to produce
> bigger and better idiots. So far, the Universe is winning.” (R Cook).
>
> --
> You received this message because you are subscribed to the Google Groups
> "emscripten-discuss" group.
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