Banding Artifact When Using OpenGL ES via ANGLE


I am currently using ANGLE ( as a backend with SDL2 and have no significant problems under MacOS. However, when compiling for Win64 I get strange banding artifacts even with a simple test app:

It almost looks like the SDL surface is not an RGB888 surface although querying the surface type shows that.

I don’t have this problem when using SDL2 with common Desktop OpenGL. Likewise I don’t see a similar issue when executing the ANGLE sample applications. So it seems the issue only manifests when using both in combination.

I set up a minimal sample application on GitHub:

Any advice is appreciated! Thanks!

1 Like

I had a similar problem. Try to explicitly specify the channel size:

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);

Great, thanks. That did the trick!

1 Like