TomaszFurca Posted October 10, 2018 Share Posted October 10, 2018 When I add Highlight layer to my mesh, then i got error: " Cannot add an uniform after UBO has been created" PG with error: https://www.babylonjs-playground.com/#TUNZFH#17 -> when you click run next time, then console do not generate errors. When I remove mesh "leatherHelm" then I can open PG without error https://www.babylonjs-playground.com/#TUNZFH#19. Quote Link to comment Share on other sites More sharing options...
Guest Posted October 10, 2018 Share Posted October 10, 2018 Pinging @Sebavan Quote Link to comment Share on other sites More sharing options...
ssaket Posted October 11, 2018 Share Posted October 11, 2018 I also get this warning for https://www.babylonjs-playground.com/#TUNZFH#17 [.WebGL-0x7fca6486e400]GL ERROR :GL_INVALID_OPERATION : glDrawElements: uniform buffers : buffer or buffer range at index 0 not large enough and for the next https://www.babylonjs-playground.com/#TUNZFH#19 this warning- [.WebGL-0x7f9f8684be00]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering On debugging, I found this is happening at in the Mesh.render function(https://github.com/BabylonJS/Babylon.js/blob/e00c2c01cee67363f295a9c996c491a9e213981b/src/Mesh/babylon.mesh.ts#L1603) for "leatherHelm" if (this._effectiveMaterial._storeEffectOnSubMeshes) { this._effectiveMaterial.bindForSubMesh(world, this, subMesh); } // location is undefined but buffer has some value in UniformBuffer class var location = this._uniformLocations[uniformName]; Not sure if this helpful or not Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 11, 2018 Share Posted October 11, 2018 This has been fixed by https://github.com/BabylonJS/Babylon.js/pull/5349 The effect layers were not compatible with multi materials. ssaket and TomaszFurca 2 Quote Link to comment Share on other sites More sharing options...
TomaszFurca Posted October 11, 2018 Author Share Posted October 11, 2018 Yes - it works now! Thanks Quote Link to comment Share on other sites More sharing options...
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