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  1. POgl_PointCoord in OSX 10.7 Lion
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    <p>I've come against a really bizarre shader error in many of the particle examples for Three.js. In the latest Chrome and Firefox in OSX 10.7, gl_PointCoord returns (1,0) for every single fragment. This is found in a few of the included examples as well. Specifically, the <a href="http://mrdoob.github.com/three.js/examples/webgl_particles_billboards.html" rel="nofollow" title="Particle Billboards">Particle Billboards</a> example, the <a href="http://mrdoob.github.com/three.js/examples/webgl_particles_billboards_colors.html" rel="nofollow" title="Particle Billboard Colors">Particle Billboard colors</a> example, and the <a href="http://mrdoob.github.com/three.js/examples/webgl_particles_sprites.html" rel="nofollow" title="Particle Sprites">Particle Sprites</a> examples do not work. They render nothing to the screen. However, the <a href="http://mrdoob.github.com/three.js/examples/webgl_custom_attributes_particles.html" rel="nofollow" title="Custom Attributes">Custom Attributes</a> example works fine, despite having almost the exact same code.</p> <p>I found this bug while running compatibility checks on my own software. I wrote a shader which renders text sprites using particles. This works fine in 10.6, Windows, and Linux. However, 10.7 renders nothing. Further debugging by setting gl_FragCOlor = vec4(gl_PointCoord, 0., 1.); revealed that all the particles get rendered as solid red squares, instead of the expected red-green gradient.</p> <p>I've been trying to determine what exactly is the difference between the examples that make Custom Attributes work, but not Particle Billboards, but I haven't made very much headway yet. This is exacerbated by the lack of a testing platform, aside from borrowing friends' laptops. Is this a known OS bug?</p>
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