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Clamp the drawbuffer size to a minnimum, add more tests, and cleanups. #62

Merged
merged 2 commits into from Aug 27, 2016

Commits on Aug 27, 2016

  1. Add tests that unsuccessfully try to reproduce the shadertoy issue.

    Figured I'd rather have them.
    emilio committed Aug 27, 2016
  2. Clamp draw buffer size to a minimum, in order to avoid crashes.

    When a framebuffer size is zero the reported status by OpenGL is (correctly) not
    FRAMEBUFFER_COMPLETE.
    
    We can't avoid creating a draw buffer for this, since we need to be able to
    execute actual GL calls. We could return an error, but I don't think that's what
    other implementations do.
    
    Instead, clamp the draw buffer size to a minimum of 16 pixels.
    emilio committed Aug 27, 2016
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