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Vindictus vertex buffer error fix
Vindictus vertex buffer error fix







vindictus vertex buffer error fix

Latest Intel driver for win10 64-bit Geeks3D.– Green color corruption observed while rotating media playback. – Half display may blank out when rebooting with 4K single Tiled display connected via Display Port. – 8K monitor is inactive after upgrade to latest graphics driver. – Video will show lag or garbage observed in full screen mode with 8K monitor connected. – 8K monitor keeps blinking in extend mode/ 2nd only mode.

vindictus vertex buffer error fix

– Video will freeze when exit from full screen to small window during video playback. – Video freezes and lags when playing movie in Movies and TV application and zooming in / out by double clicks. – Fourth display cannot light on in second screen only mode when four displays are connected via DP in daisy chain. – MST side monitors will not display after unplug DP switch side monitor and plug to MST side. – Lag observed while playing a 4K/2K/ Full HD video in 8K60 Tiled mode with application window maximized. – Minor graphic anomalies seen in Battlefield I (DX11) and Valheim (Vulkan) (loading screen). – Black squares seen after cutscenes with Video Quality Profile set to High in Wolfenstein: Youngblood (Vulkan). – Minor graphic anomalies seen on floor when graphics quality is set to High in Valorant. – Minor graphic anomalies seen on main character during character creation in Cyberpunk 2077 (DX12). – Intermittent crash or hang seen in Cyberpunk 2077 (DX12), Ridge Racer Unbounded, StarCraft 2, Horizon Zero Dawn (DX12). – Fix for crash and graphic anomalies seen in Cyberpunk 2077 (DX12). This new driver (version 27.20.100.9466) brings the following changes: "vec4 mvPosition = modelViewMatrix * vec4( position, 1.A new graphics driver has been published by Intel for its GPUs (Intel 6th, 7th, 8th, 9th, 10th and 11th Gen processors) on Windows 10. Here are the relevant shaders: uniforms: , Renderer.render(scene, _camera, renderTarget, true) // error occurs here renderTarget is a THREE.WebGLRenderTarget, _camera, scene is obvious Var ctx = renderer.getContext() // renderer is a THREE.WebGLRenderer Here is a snippet of the calling code: scene.overrideMaterial = depthMaterial // shaders below I traced the issue to a particular _gl.drawElements( _gl.TRIANGLES, geometryGroup._webglFaceCount, _gl.UNSIGNED_SHORT, 0 ) in. GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1 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. 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'm attempting to fix a pre-existing bug in some code that is based on THREE.js rev 49 with some custom shaders.









Vindictus vertex buffer error fix