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Description
Describe the bug
We're using GLFW backend, however textures get corrupted. This doesn't happen in the other sample applications, only when we're dealing with textures.
To Reproduce
Steps to reproduce the behavior:
- Run Sample Textures client
- Connect to a Server compiled with GLFW
You will see something like this:
Expected behavior
Not to corrupt textures.
Desktop (please complete the following information):
- OS: Windows 10/11
- Intel UHD GPU
Additional context
We noticed a few unsolved tickets regarding this at imgui, it seems they did some fixes in more recent versions of imgui, but none seem to completely solve this problem, as reference:
ocornut/imgui#5655
ocornut/imgui#3033
When using DX11 the corruption doesn't happen, however, if we start sending larger textures it eventually segfaults.
This issue doesn't happen at all (regardless of the backend) when using NVIDIA GPUs, it only seem to happen with Intel GPUs (we tested Iris and UHD devices)
