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[Bug] Deck.GL 9.1.13 Sharder Error - Hexagon Layer #9700

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@JeffersonLupinacci

Description

@JeffersonLupinacci

Description

Using the latest version of Deck.gl with Maplibre the library fail.

"deck.gl": "^9.1.13",
"maplibre-gl": "^5.1.0",

Flavors

  • Script tag
  • React
  • Python/Jupyter notebook
  • MapboxOverlay
  • GoogleMapsOverlay
  • CARTO
  • ArcGIS

Expected Behavior

No response

Steps to Reproduce

Using the Demo https://github.com/visgl/deck.gl/blob/9.1-release/examples/website/3d-heatmap/app.tsx

Environment

  • Framework version: [email protected]
  • Browser: Chrome 138.0.7204.101 (Build oficial) (64 bits)
  • OS: Windows 10

Logs

:1 [.WebGL-0x6cc404945b00] GL_INVALID_VALUE: glTexStorage2D: Desired resource size is greater than max texture size.Understand this warning
:1 [.WebGL-0x6cc404945b00] GL_INVALID_FRAMEBUFFER_OPERATION: glClear: Framebuffer is incomplete: Attachment has zero size.Understand this warning
:1 [.WebGL-0x6cc404945b00] GL_INVALID_FRAMEBUFFER_OPERATION: glDrawArrays: Framebuffer is incomplete: Attachment has zero size.Understand this warning
:230 deck: Layer has too many data objects. Picking might not be able to distinguish all objects.

Shader Compilation Error in vertex hexagon-cell-layer-vertex-shader

1: #version 300 es
2:
3: // ----- PROLOGUE -------------------------
4:
5: #define SHADER_TYPE_VERTEX
6:
7: #define INTEL_GPU
8: // Intel optimizes away the calculation necessary for emulated fp64
9: #define LUMA_FP64_CODE_ELIMINATION_WORKAROUND 1
10: // Intel's built-in 'tan' function doesn't have acceptable precision
11: #define LUMA_FP32_TAN_PRECISION_WORKAROUND 1
12: // Intel GPU doesn't have full 32 bits precision in same cases, causes overflow
13: #define LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND 1
14:
15:
16:
...
251: geometry.uv = vec2(0.);
252: #ifdef FLAT_SHADING
253: if (column.extruded && !column.isStroke && !bool(picking.isActive)) {
254: vec3 normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
255: fragColor.rgb = lighting_getLightColor(vColor.rgb, cameraPosition, position_commonspace.xyz, normal);
256: }
257: #endif
258: DECKGL_FILTER_COLOR(fragColor, geometry);
259: }

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