thrice Posted June 30, 2017 Share Posted June 30, 2017 I can't reproduce it in a playground, so I am wondering if there is another setting, i.e. on the material itself that I am setting which could be contributing to the problem, or some other scene configuration that I am missing or whatever, anyways: Trying to set a bumpTexture on a material throws an error, with a huge chunk of WebGL code. Screenshot is easiest to see https://www.dropbox.com/s/c9ik0kmwl3zlscj/Screenshot 2017-06-30 15.48.15.png?dl=0 Full error message: https://gist.github.com/jasonayre/3f5aea25c5e09540f9e00f426211d808 Babylon version in my project (a couple of weeks agoish, maybe a few weeks ago?) babylonjs@^3.0.2-beta: version "3.0.2-beta" resolved "https://registry.yarnpkg.com/babylonjs/-/babylonjs-3.0.2-beta.tgz#a8fef0e6ee32ced2e158f00de6aa740e874f146a" diffuseTexture with the same asset works fine, bumpTexture blows up, i.e. this.plane.babylon.material.bumpTexture = BABYLON.Texture.CreateFromBase64String(this.backgroundNormalMap(), this.background_normal_map_image_key); ^throws error this.plane.babylon.material.diffuseTexture = BABYLON.Texture.CreateFromBase64String(this.backgroundNormalMap(), this.background_normal_map_image_key); ^no error -- any ideas as to what could be happening here? Quote Link to comment Share on other sites More sharing options...
thrice Posted June 30, 2017 Author Share Posted June 30, 2017 Oh also, at the end of the error which throws the huge WebGL code block there is another error, not sure if this is helps identify or not client.js:111264 BJS - [16:34:06]: Error: WARNING: 0:81: ' ' : extension directive should occur before any non-preprocessor tokens ERROR: 0:743: 'NORMALXYSCALE' : unexpected token after conditional expression t._ErrorEnabled @ client.js:111264Effect._prepareEffect @ client.js:111274(anonymous function) @ client.js:111274Effect._processShaderConversion @ client.js:111274(anonymous function) @ client.js:111274Effect._processIncludes @ client.js:111274(anonymous function) @ client.js:111274Effect._loadFragmentShader @ client.js:111274(anonymous function) @ client.js:111274Effect._processShaderConversion @ client.js:111274(anonymous function) @ client.js:111274Effect._processIncludes @ client.js:111274(anonymous function) @ client.js:111274Effect._loadVertexShader @ client.js:111274Effect @ client.js:111274n.createEffect @ client.js:111266r.isReadyForSubMesh @ client.js:111277r.render @ client.js:111273t.render @ client.js:111274t.renderUnsorted @ client.js:111270t.render @ client.js:111269t.render @ client.js:111269r._renderForCamera @ client.js:111271r._processSubCameras @ client.js:111271r.render @ client.js:111271(anonymous function) @ client.js:134915n._renderLoop @ client.js:111265 client.js:111264 BJS - [16:34:06]: Trying next fallback. Quote Link to comment Share on other sites More sharing options...
thrice Posted July 1, 2017 Author Share Posted July 1, 2017 Looks like upgrading to [email protected] fixed it GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Raggar Posted July 1, 2017 Share Posted July 1, 2017 Well. I had the same issue about ~a week ago, only with 2 imported models and their default materials. This issue isn't present now, after testing the nightly preview build. So someone must have fixed a mistake along the way GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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