Firefox 33.0.2 (& previous recent versions) returns a
spurious INVALID_VALUE error from texSubImage2D. It is happening
on every call in all of my app's. For example,
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 4, 4, gl.RGB,
gl.UNSIGNED_BYTE, <non-null pixels>);
The only reason texSubImage2D can legitimately raise
INVALID_VALUE is a null pixel pointer, level < 0 or offset +
size > texture size. None of those things is true.
This only happens in Firefox. IE & Chrome are okay. Anyone
else noticed this bug?
Regards
-Mark
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Firefox 33.0.2 (& previous recent versions) returns a spurious INVALID_VALUE error from texSubImage2D. It is happening on every call in all of my app's. For example,
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 4, 4, gl.RGB, gl.UNSIGNED_BYTE, <non-null pixels>);
The only reason texSubImage2D can legitimately raise INVALID_VALUE is a null pixel pointer, level < 0 or offset + size > texture size. None of those things is true.
This only happens in Firefox. IE & Chrome are okay. Anyone else noticed this bug
It looks like I had an error in my printfs. The error is actually
being raised by a glBindTexture(gl.TEXTURE_2D, 0); after the
texSubImage calls. More tomorrow.
I didn't have an error in the printfs. I was running a test program that loops through several applications. In some applications the error is raised by the texSubImage calls and in others by the bindTexture mentioned above.It looks like I had an error in my printfs. The error is actually being raised by a gl.bindTexture(gl.TEXTURE_2D, 0); after the texSubImage calls. More tomorrow.
I'm assuming you've called gl.texImage2D at least once to allocate the texture, before the call to texSubImage2D call. texSubImage2D doesn't have enough input to allocate.
Yes I have. And as I said, everything works perfectly on Chrome
and IE.
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Mark,
If you can reduce this to a small test case, could you please submit a pull request to the WebGL conformance suite? A bug like this should cause a red flag to be raised in the conformance tests.
Good point. Firefox 33.0.2 passes all the texture tests in both
1.0.2 and 1.0.3 conformance. It fails a small number of the other
1.0.2 tests and crashes when running the 1.0.3 conformance tests.
I had to turn off all but the texture tests in order to see if
they passed.
I'll see if I can figure out what in my app triggers the spurious
error.