Hi everyone,
I have a small application which renders a moderately sized mesh (4440 indices), using 6 attributes per vertex and active 4 texture units. The attributes are :
1x vec3 for position
4x vec2 for texture coordinates
1x vec4 for texture weights
I am doing blending of the 4 textures basing on the weights in vec4 attribute. The textures are 1280x800 pixels, greyscale GL_ALPHA format
On calling the glDrawElements in the first frame I get a OUT_OF_MEMORY error, which according to OGLES 2.0 spec should even be generated by this call. I am 100% sure that the error comes from this call, I am clearing the glError flag before.
I have tested the application on two other ARM plaforms with Open GL ES 2.0 (TI OMAP 3730 & I.MX.6) and in the PowerVR emulator where it runs fine, so I guess it is RASPI specific.
I have thought that it might be because I am using no VBO, but tested it on RASPI with VBO and the problem persists.
Is there some limitation in VideoCore which prevents me from rendering mesh in above configuration?
Have somebody encountered such error before?
I am using 128MB/128MB memory split, running on Arch Linux and Raspbian.
Thanks in advance for any hints
