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I'm creating/binding a VAO, calling vertex_attrib_pointer_f32, and unbinding the VAO.
When I bind the VAO to render, I get a garbage result unless I call vertex_attrib_pointer_f32 again.
This second call only has to happen once - I can wrap it with std::sync::Once and all future succeed.
The VBO remains bound so the VAO itself appears to be intact.
eframe = { version = "0.29", default-features = false, features = [
"default_fonts",
"glow",
]}
With the duplicate calls:
Without:
The incorrect render always has that shape and the color is always uniform based on UV (0,0) in the texture.
The vertex_attrib_pointer_f32 calls are identical and I haven't solved this over 2-3 days. Does anyone see the problem in my MRE, or have theories about how egui and friends are interfering?
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Might not be egui-related but I'm pretty lost.
I'm creating/binding a VAO, calling
vertex_attrib_pointer_f32
, and unbinding the VAO.When I bind the VAO to render, I get a garbage result unless I call
vertex_attrib_pointer_f32
again.This second call only has to happen once - I can wrap it with
std::sync::Once
and all future succeed.The VBO remains bound so the VAO itself appears to be intact.
Stock
Cargo.toml
with:With the duplicate calls:
Without:
The incorrect render always has that shape and the color is always uniform based on UV (0,0) in the texture.
The
vertex_attrib_pointer_f32
calls are identical and I haven't solved this over 2-3 days. Does anyone see the problem in my MRE, or have theories about how egui and friends are interfering?Beta Was this translation helpful? Give feedback.
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