Web14 de fev. de 2024 · 12. Still not working for us on 2024.1.15f1 using URP 11.0.0 and the default URP project scene. Using OpenGL there's only "Draw Mesh" events and no "SRP Batch" event in the frame debugger. If we switch to Vulkan the SRP batcher seems to work and the frame debugger only shows "SRP Batch" events. lagalot123, Jul 29, 2024. Web30 de out. de 2024 · So I have concluded that my OpenGL is just horribly broken even tho this system seems to be running great otherwise. Graphics card: Intel® HD Graphics 530 (Skylake GT2) installed drivers: $ dpkg -l grep xorg-video ii xserver-xorg-video-all 1:7.7+19ubuntu12 amd64 X.Org X server -- output driver metapackage ii xserver-xorg …
Unable to capture from an application running on a Vive Focus …
Web5 de nov. de 2024 · It strongly suggests that if Frame #0 is not captured, then Renderdoc just doesn't know that the appropriate calls have been made and reports false errors. … Web23 de jul. de 2024 · RenderDoc output does not match actual OpenGL program output Graphics and GPU Programming Programming OpenGL Renderdoc. Started by Nickmav1337 July 22, 2024 12:27 AM. 3 comments, last by 21st Century Moose 2 years, 7 months ago Advertisement. Nickmav1337 ... pacemaker hematoma treatment
graphics - How to repair OpenGL on Ubuntu 19.10? - Ask Ubuntu
Web1 de mar. de 2024 · I cant get a capture it says OpenGLES not presenting · Issue #2869 · baldurk/renderdoc · GitHub. Description im trying to injest as launching the app doesnt … Web24 de mar. de 2024 · Hello ! So I’ll post this question here, I’m not sure if it has to do with OpenGL or with the OpenGL implementation I’m using. I’m currently writing a 2D Graphics engine, and in a few occasions I seem to get memory leaks when working with textures. Here is my setup : Images are stored as a OpenGL Texture coupled with a pixel array … Web5 de nov. de 2024 · I mostly consider the issue solved, but one thing is still not clear: If the assumption that Renderdoc needed Frame #0 to "know" about the call to glVertexArrayVertexBuffer is correct, then why did it not complain when there was only 1 mesh to draw (i.e. there were no multiple draw calls with glNamedBufferData between … jenny can bake bread