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Double ameter = (this.ameter >= 0) ? (this.ameter / 100.0) : ameteri.get() == null ? 0 : ameteri.get();
Double ameter = (this.ameter >= 0) ? (this.ameter / 100.0) : ameteri.get() == null ? 0 : ameteri.get();
MarcusXDead wrote:https://youtu.be/cg4y1nPjqMI
ubersheva wrote:On Mac this get returned 1 at the very initialization
ubersheva wrote:Bonus: encountered an NPE in Buff.java:111. Apparently, caused by a buff without progress bar, Real buff in my case.
Double ameter = (this.ameter >= 0) ? Double.valueOf(this.ameter / 100.0) : ameteri.get();
ubersheva wrote:Apparently, Mac implementation of jogl’s canvas uses FBOs internally, which messes up bound buffer. I’ll try using getDefaultFramebuffer() instead of GL.GL_BACK when i get home tonight.
loftar wrote:ubersheva wrote:Apparently, Mac implementation of jogl’s canvas uses FBOs internally, which messes up bound buffer. I’ll try using getDefaultFramebuffer() instead of GL.GL_BACK when i get home tonight.
Interesting. Seeing as how it works on the current (old?) client, I can only assume, then, that JOGL "intercepts" glBindFrameBuffer to bind that proxy buffer instead of FBO zero, but I guess, on the other hand, that it does not intercept glDrawBuffer to make it do the right thing as well. Will you see if the attached patch works for you?
loftar wrote:ubersheva wrote:Apparently, Mac implementation of jogl’s canvas uses FBOs internally, which messes up bound buffer. I’ll try using getDefaultFramebuffer() instead of GL.GL_BACK when i get home tonight.
Interesting. Seeing as how it works on the current (old?) client, I can only assume, then, that JOGL "intercepts" glBindFrameBuffer to bind that proxy buffer instead of FBO zero, but I guess, on the other hand, that it does not intercept glDrawBuffer to make it do the right thing as well. Will you see if the attached patch works for you?
ubersheva wrote:The patch helped to the point where the client was able to draw the login screen and threw error immediately after.
loftar wrote:ubersheva wrote:The patch helped to the point where the client was able to draw the login screen and threw error immediately after.
Could you try again with the DebugGL thingie enabled?
ubersheva wrote:Right, forgot about that after reverting to initial state.
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