{"issue":{"title":"Post FX Shader buggy in WinXed","user":{"login":"sorlok","id":513512,"url":"https://api.github.com/users/sorlok","avatar_url":"https://secure.gravatar.com/avatar/2d03df1949a14f50017efcdc0aacadcc?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"2d03df1949a14f50017efcdc0aacadcc"},"created_at":"2011-12-29T09:26:21Z","milestone":null,"labels":[],"state":"open","updated_at":"2011-12-29T09:26:21Z","id":2678200,"pull_request":{"patch_url":null,"html_url":null,"diff_url":null},"closed_at":null,"html_url":"https://github.com/sorlok/Dubious-Dabblings/issues/2","body":"For some reason, my translation of PIR to WinXed didn't go well. Strangely, it only seems to affect the PostFX shader, leading to the error:\r\n\r\n   Impossible to use texture \"framebuffer\" for post-effect : all available texture units are used\r\n\r\n...and a really awesome image:\r\n   https://github.com/sorlok/Dubious-Dabblings/raw/master/screenshots/fun_error.png\r\n\r\nThe same image occurs if you comment out the line that assigns the framebuffer, so I'm assuming the error image is just the result of updating on non-bound data.\r\n\r\nNow that WinXed basically works, I want to refactor my PIR code into actual classes and objects (after I figure out destructors). I'm hesitant to debug this error while we still have globally-scoped items and \"magic\" assignment (all the DEMO_ methods), since it could be any number of unimportant mistakes or typos (which could easily be caught once we get a more OO approach).\r\n\r\nBut still marking this for now.","number":2,"url":"https://api.github.com/repos/sorlok/Dubious-Dabblings/issues/2","comments":0,"assignee":null},"action":"opened"}