in development

broken shards

I’ve discovered that Shard isn’t working everywhere. It seems to be a driver problem, and is possibly related to how different video drivers handle interlaced vertex data. (I have other projects in development showing the same problem.) I’ll be working on it this weekend and see where that gets me.

UPDATE: Looks like the problem’s higher-up than that. I’ve misunderstood how WebGL matches attribute locations in the shader to the actual vertex data. Problem should be fixed soon.

UPDATE2: Turns out that it was all my fault. Somewhere back there, I removed some Foam code that I thought was superfluous, but I’m now certain it was responsible for matching an attribute variable in the shader with its index into the mesh. This was causing weird polygons to appear, because WebGL simply couldn’t tell what was position data and what wasn’t. I have created a new model that leaves no room for error. All is well.