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If you use texture2D rather than texture, then you can run into unexpected and inconsistent issues. In particular, on one of my computers, texture2D returned 0 on sampling int/uint textures, but functioned normally on float textures.
No errors and no debug messages were produced.
I would have avoided this issue if I had been using a GLSL linter at the time. Perhaps a good recommendation for the article's front matter (i.e. first things to do section)
Probably fits best under Textures/Triangles are black section.
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