MasterK Posted March 4, 2017 Share Posted March 4, 2017 use chrome. most people use chrome can enter our game. but a few people throw this "too many uniforms" shader compile error.... And firefox won't have this error... What can I do??? urgent!!!!! @Deltakosh and anyone SOS. Quote Link to comment Share on other sites More sharing options...
Temechon Posted March 4, 2017 Share Posted March 4, 2017 Do you have a url to provide in order to take a look ? Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted March 4, 2017 Share Posted March 4, 2017 Is this using the a UNMODIFIED StandardMaterial and 'default' vertex and fragment shaders... Because i use a ton of uniforms (basically all the PBR uniforms plus a Universal Material uniforms) for my splatmap and i was concerned about that many number of splats on a large terrain... And it works great on Chrome (My primary dev browser)... but also Safari, Firefox, Opera, Mobile Android, My Xbox One (using Edge) and is work smooth as heck ... so far (even though i have NOT got all the bumping working)... But i do have all the additional 'Infos' and 'Matrix' uniforms for the 4 additional splatsmaps, 12 additional diffuse texture and 12 additional bump textures... That a whole lot more the the uniforms the 'default' shader is using. So you gonna have to give more info, maybe make a quick video showing your whole problem and maybe we can pin point the problem Also.. What version of Babylon.js are you running... 2.6 preview has had ALOT of general WebGL work... If not already using 2.6 try your scene with 2.6 had see what happens. UPDATE: Sorry guys i MISS SPOKE about the available textures in IOS... I guess i only test iOS with 1 set of splats and normals. Im working on scaling back functionality for IOS But there is a TEXTURE limit ... and uniform limit... But that uniform limit is pretty high... i don't think your actually using too many uniforms... must be something with the browser implementation of webgl... Sorry i coundnt be more helpful @MasterK Hope you got something from it. Quote Link to comment Share on other sites More sharing options...
MasterK Posted March 4, 2017 Author Share Posted March 4, 2017 Http://apps.facebook.com/locotitans jerome 1 Quote Link to comment Share on other sites More sharing options...
MasterK Posted March 4, 2017 Author Share Posted March 4, 2017 I think I'm using almost latest bjs version.about 2 month ago from github master. it shows bone 67. Maybe it because the 3D model's sketlon animation problem? it seems 10% Chrome will meet this error. And same computer's Firefox works fine. The chrome version is latest too. i think the display card driver not right? Quote Link to comment Share on other sites More sharing options...
gryff Posted March 4, 2017 Share Posted March 4, 2017 @MasterK: Those kind of error messages I have seen with animated humanoid figures with a lot of bones. You have 67 bones in your model? I now use figures with about 32 bones - fewer for display on a mobile device. cheers, gryff) Quote Link to comment Share on other sites More sharing options...
MasterK Posted March 6, 2017 Author Share Posted March 6, 2017 @Deltakosh I made a PR. https://github.com/BabylonJS/Babylon.js/pull/1836 when effectFallback only have skinMesh fallback(NO define fallback). it won't fallback... and when use cpuSkin fallback. Clone mesh has problem. Quote Link to comment Share on other sites More sharing options...
BitOfGold Posted March 6, 2017 Share Posted March 6, 2017 @MackeyK24 Can I find your Splatmap material somewhere? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted March 6, 2017 Share Posted March 6, 2017 67 is a very unfortunate number. Many android devices support a theoretical max of 64 bones. The actual number depends on # lights, etc, so plan on subtracting maybe 8 for other stuff. iOS's max is 32. I have not looked at your facebook link as a login was required, & I do not allow complete time waster stuff on my business machine. Guessing, I suggest you delete your finger bones regardless of a change which might be made to software skinning. As WebGL 2.0 becomes available on iOS / Android (heard Apple is breaking out the turtle necks soon for new iPads), BJS 3.0's use of Vertex Uniform buffers might get around this problem. I was fishing thru the PR stream today, but could not find when this got added or how. If your BJS does not say 3.0-alpha it is too old though. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 6, 2017 Share Posted March 6, 2017 @JCPalmer is right: 67 bones is a lot but @MasterK was also right: there were a bug in the fallback mechanism Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted March 6, 2017 Share Posted March 6, 2017 On 3/6/2017 at 7:39 AM, Deltakosh said: @JCPalmer is right: 67 bones is a lot but @MasterK was also right: there were a bug in the fallback mechanism But BabylonJS handles 65 bones real nice like... I showed a video recently using animated characters using 65 bones with very long animations (500 plus frames)... so that means there are five hundred key frames who's value is the bones transformation Matrix info for each of the 65 bones... still works great ... all 65 bones from re-skined mixamo rig (using my Maya Art Tools) ... Smooth animations 60 fps even multiple characters (not optimized to share any bones or anything)... BabylonJS is FREAKING AWESOME GameMonetize and MrVR 2 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted March 6, 2017 Share Posted March 6, 2017 9 hours ago, BitOfGold said: @MackeyK24 Can I find your Splatmap material somewhere? As soon as me and @MrVR get some kinda updated documentation ... all will be available on the babylon.js github (including any Extensions i have created to support babylon.js found in the BJS Extensions github) Note: I just , not minutes ago, wrapped up the latest U3D - BabylonJS Editor Toolkit - Version 1.0.1 and sent to @MrVR so he can start going thru all the new features with me and we basically starting all over documenting features (cause so many changed... Much better implementations of basically EVERYTHING in the toolkit.) It is a fully functional 'BabylonJS Game Development Editor For Unity' Hopefully we will get this done VERY SOON, I know @Deltakosh will be happy when the docs are done BitOfGold and MrVR 2 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted March 6, 2017 Share Posted March 6, 2017 9 hours ago, BitOfGold said: @MackeyK24 Can I find your Splatmap material somewhere? BTW... my new builtin Unity Toolkit Terrain system ... now fully packs a forth texture into the splatmap alpha channel... Seemed like a waste to not use the alpha channel that was just sitting there going to waste... so now can use up to 16 textures and 1 or more bump samplers (max 16) on any one or more splats... Real nice detailed terrains using pre-made Unity Terrain assets from asset store now possible... Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted March 6, 2017 Share Posted March 6, 2017 9 hours ago, BitOfGold said: @MackeyK24 Can I find your Splatmap material somewhere? But if you wanna take a look at the actual shader code i used to do all this (But i don't use a specific SplatmapMaterial like before... I now use my UniversalShaderMaterial in the unity toolkit for ALL babylon JS shaders (that are not PBR or Standard)... Including the built-in terrain system)... but you should be make out what additional (Beside the regular PBR pipeline) material properties i am pumping into shader from the vertex and fragment sections... anyways here is my actual shader code: UnitySplatmap.shader Note: Vertex and Fragment sections are contained in the .shader files Quote Link to comment Share on other sites More sharing options...
MrVR Posted March 6, 2017 Share Posted March 6, 2017 5 minutes ago, MackeyK24 said: BTW... my new builtin Unity Toolkit Terrain system ... now fully packs a forth texture into the splatmap alpha channel... Seemed like a waste to not use the alpha channel that was just sitting there going to waste... so now can use up to 16 textures and 1 or more bump samplers (max 16) on any one or more splats... Real nice detailed terrains using pre-made Unity Terrain assets from asset store now possible... Nice men, I as well have a new Spline tool to create bezier paths and export the points to Babylon. helpfully will be complete it by the toolkit release . Im gonna start testing all this features right way .. Quote Link to comment Share on other sites More sharing options...
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