Comments (1)
Looks like #3117 fixed the issue, so closing.
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Related Issues (20)
- BGFX crashing with Directx12 in debug build
- readTexture calls will crash when queued against released textures HOT 1
- Switching rendering back-ends within the same window does not always work correctly HOT 7
- Metal FeatureFamily change is now using incorrect enum values HOT 5
- Examples fail to build on macOS HOT 1
- OpenGL shaders with derivatives cause fatal errors (using shader profiles higher than 1.0) HOT 6
- Feature request: support for embedded shaders in C99 API. HOT 2
- D3D12: Unhandled exception when creating more than 64 samplers HOT 5
- Visual corruption using bgfx-nanovg renderer HOT 4
- Clean macOS build of examplesDebug crashes with [MTLRenderPipelineReflectionInternal vertexBindings] exception HOT 6
- Vulkan renderer crashes after only a couple thousand draw calls. HOT 12
- One test fails HOT 4
- Dynamic vertex buffers getting overwritten after bgfx::update HOT 19
- With GL renderer and wayland, switching to full screen with crtl-f results in nothing (nvidia) or not much (amd) being rendered HOT 2
- Blitting between two textures with BackbufferRatio sizes crashes when window is resized
- xx-splat - 3D Gaussian Splatting for Real-Time Radiance Field Rendering HOT 11
- Vulkan fail to create swapchain on Wayland (Call to a X11 function ?) HOT 9
- Bug: DX3D12 crash in Debug mode HOT 7
- Small fix on soname defining on ldflags for Android examples. HOT 2
- Crash on linux (default backend - vulkan) with custom window handle and native display is NULL HOT 6
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