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14:30:23
Shinmera
I have a weird issue where allocating a depth-stencil texture gives an invalid-operation error for no discernible reason
14:30:44
Shinmera
This is what's in my stack trace: (GL:TEX-IMAGE-2D :TEXTURE-2D 0 :DEPTH-STENCIL 956 1160 0 :DEPTH-STENCIL :UNSIGNED-BYTE (null-ptr))
14:33:54
Shinmera
I also tried using a specific internal format like :depth24-stencil8, but that errors too
14:53:19
Shinmera
No matter what combination I try I can't seem to get a depth-stencil texture going
14:58:29
Shinmera
Also: why does the spec not mention unsigned-int-24-8? https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
14:58:30
Colleen
https://www.khronos.org/reg... Website (XHTML), Title: glTexImage2D - OpenGL 4 Reference Pages
14:58:52
Baggers
first one I would say yes. positions for defered rendering would likely used them. Second not so sure
15:04:06
Baggers
Im fuzzy on it but IIRC the type is about specifying the format to the pixel transfer routines (so kind of the source datatype) and the internal format is more about its format/use on gpu. In my head it matters more compressed texture formats are involved and there is clearly some conversion going on
15:04:47
Shinmera
I think this is unique to depth-stencil since every other option I've ever tried worked just fine with unsigned-byte
15:06:47
Baggers
no worries! yeah textures and formats are such a pain. You also helped me as I realized that cepl doesnt yet know how to convert depth-stencil formats to the correct pixel format, so thats something else to add :)
15:07:29
Shinmera
By the way, how do you feel about not having any absolute positioning in a UI system?
15:09:17
Baggers
For the most part I think thats the right way to go. People should be working in units that remove the need to think about pixel density. If you were making something professional you would also want to be able to specify pixels so you can satify the 'we need it pixel perfect' folks but I think theres less of them these days
15:10:50
Shinmera
Right. I think especially in a game engine, where different resolutions are prevalent, allowing pixel-based stuff is.... eeeeh.
15:11:26
Shinmera
So right now for my layouting system I just allow specifying width and height as floats relative to the parent's dimension.
15:25:40
Shinmera
It's unwieldy to define stuff right now, but the layouting and clipping now works! Hoorah! https://filebox.tymoon.eu//file/TVRRd013PT0=