UeliUeli Posted May 20, 2019 Share Posted May 20, 2019 Hi there I downloaded Blender 2.8 with the new GLTF exporter. Now i'm stuck and my babylon.js script won't open the 3d model anymore. If i drop the model in the three.js viewer it looks fine, an old model made with blender 2.79 works fine also in babylon.js but the new GLTF (separate) does not. Quote function MyLoadingScreen( /* variables needed, for example:*/ text) { //init the loader this.loadingUIText = text; } MyLoadingScreen.prototype.displayLoadingUI = function() { $(".strtbttn").text("loading..."); }; MyLoadingScreen.prototype.hideLoadingUI = function() { $(".strtbttn").remove(); }; //define links to gltfs!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! var x1 = "./textures/" var x2 = "./mobiletextures/" //// it would be nice to make them both relative to the files direction! var x4 = "test_glTF.gltf" //// maybe we should always give the models the same name! var x5 = "test, 2019" document.getElementById('modelname').innerHTML = String(x5); // hide the tools bar befor start $(".tools").hide(); //jquery function - was macht das??? $(document).ready(function(){ //button 1: text weg & lader starten $("#btn1").click(function(){ $(".instr").remove(); //$("txt").remove(); // $(this).remove(); $(".tools").show(); var canvas = document.getElementById("canvas"); var engine = new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true }, true ); var loadingScreen = new MyLoadingScreen("I'm loading!!"); engine.loadingScreen = loadingScreen; /// PRESETTINGS / NO OFFLINE SUPPORT engine.enableOfflineSupport = false; document.oncontextmenu = function() { return false }; ///////// CREATE SCENE //////////////////////////////////////////////////// var scene = new BABYLON.Scene(engine); //engine.setHardwareScalingLevel(0.5); /// DEBUG LAYER - obtional //scene.debugLayer.show(); /// MANIPULATE ALL MESHES THAT ARE IMPORTED /// COLLISION scene.collisionsEnabled = true; /// GRAVITY scene.gravity = new BABYLON.Vector3(0, -1.81, 0); /// LOOK scene.createDefaultCameraOrLight(true, true, true); scene.clearColor = new BABYLON.Color3(30, 40, 255); scene.ambientColor = new BABYLON.Color3(0.3, 0.3, 0.3); //scene.clearColor = new BABYLON.Color3(30, 40, 255); //scene.ambientColor = new BABYLON.Color3(0.5, 0.5, 0.5); /// Antialising, Glow, sharpening usw would be nice... scene.onNewMaterialAddedObservable.add(function(mat) { mat.backFaceCulling = false; mat.unlit = true; }); ///////// LOAD GLTF FILE //////////////////////////////////////////////////// // check if mobile or desctop computer var isMobile = { Android: function() {return navigator.userAgent.match(/Android/i);}, BlackBerry: function() {return navigator.userAgent.match(/BlackBerry/i);}, iOS: function() {return navigator.userAgent.match(/iPhone|iPad|iPod/i);}, Opera: function() {return navigator.userAgent.match(/Opera Mini/i);}, Windows: function() {return navigator.userAgent.match(/IEMobile/i);}, any: function() {return (isMobile.Android() || isMobile.BlackBerry() || isMobile.iOS() || isMobile.Opera() || isMobile.Windows()); } }; if( isMobile.any() ){ var x3 = x2; } else { var x3 = x1; } BABYLON.SceneLoader.loggingLevel = BABYLON.SceneLoader.DETAILED_LOGGING; BABYLON.SceneLoader.Append(String(x3), String(x4), scene, function (scene) { //modell = newMeshes[0]; //modell.layerMask = 1; for(var i=0; i<scene.meshes.length; i++) scene.meshes.checkCollisions=true; ///check size Here's the console of the chrome browser: Quote Babylon.js v4.1.0-alpha.1 - WebGL2babylon.js:16 BJS - [17:59:50]: Unable to compile effect:e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vAlbedoColor, vReflectivityColor, vEmissiveColor, visibility, vReflectionColor, vFogInfos, vFogColor, pointSize, vAlbedoInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vReflectionPosition, vReflectionSize, vEmissiveInfos, vReflectivityInfos, vMicroSurfaceSamplerInfos, vBumpInfos, vLightmapInfos, mBones, vClipPlane, vClipPlane2, vClipPlane3, vClipPlane4, albedoMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, reflectivityMatrix, normalMatrix, microSurfaceSamplerMatrix, bumpMatrix, lightmapMatrix, vLightingIntensity, logarithmicDepthConstant, vSphericalX, vSphericalY, vSphericalZ, vSphericalXX_ZZ, vSphericalYY_ZZ, vSphericalZZ, vSphericalXY, vSphericalYZ, vSphericalZX, vSphericalL00, vSphericalL1_1, vSphericalL10, vSphericalL11, vSphericalL2_2, vSphericalL2_1, vSphericalL20, vSphericalL21, vSphericalL22, vReflectionMicrosurfaceInfos, vTangentSpaceParams, boneTextureWidth, vDebugMode, vDiffusionDistance, vTintColor, vSubSurfaceIntensity, vRefractionMicrosurfaceInfos, vRefractionInfos, vThicknessInfos, vThicknessParam, refractionMatrix, thicknessMatrix, vClearCoatTangentSpaceParams, vClearCoatParams, vClearCoatRefractionParams, vClearCoatTintParams, clearCoatColorAtDistance, clearCoatMatrix, clearCoatBumpMatrix, clearCoatTintMatrix, vClearCoatInfos, vClearCoatBumpInfos, vClearCoatTintInfos, vAnisotropy, vAnisotropyInfos, anisotropyMatrix, vSheenColor, vSheenInfos, sheenMatrix, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightFalloff0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, albedoSampler, reflectivitySampler, ambientSampler, emissiveSampler, bumpSampler, lightmapSampler, opacitySampler, reflectionSampler, reflectionSamplerLow, reflectionSamplerHigh, microSurfaceSampler, environmentBrdfSampler, boneSampler, thicknessSampler, refractionSampler, refractionSamplerLow, refractionSamplerHigh, clearCoatSampler, clearCoatBumpSampler, clearCoatTintSampler, anisotropySampler, sheenSampler, shadowSampler0, depthSampler0e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Attributes: position, normal, uve._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Error: Varyings with the same name but different type, or statically used varyings in fragment shader are not declared in vertex shader: vAlbedoUVe._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Trying next fallback.e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Unable to compile effect:e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vAlbedoColor, vReflectivityColor, vEmissiveColor, visibility, vReflectionColor, vFogInfos, vFogColor, pointSize, vAlbedoInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vReflectionPosition, vReflectionSize, vEmissiveInfos, vReflectivityInfos, vMicroSurfaceSamplerInfos, vBumpInfos, vLightmapInfos, mBones, vClipPlane, vClipPlane2, vClipPlane3, vClipPlane4, albedoMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, reflectivityMatrix, normalMatrix, microSurfaceSamplerMatrix, bumpMatrix, lightmapMatrix, vLightingIntensity, logarithmicDepthConstant, vSphericalX, vSphericalY, vSphericalZ, vSphericalXX_ZZ, vSphericalYY_ZZ, vSphericalZZ, vSphericalXY, vSphericalYZ, vSphericalZX, vSphericalL00, vSphericalL1_1, vSphericalL10, vSphericalL11, vSphericalL2_2, vSphericalL2_1, vSphericalL20, vSphericalL21, vSphericalL22, vReflectionMicrosurfaceInfos, vTangentSpaceParams, boneTextureWidth, vDebugMode, vDiffusionDistance, vTintColor, vSubSurfaceIntensity, vRefractionMicrosurfaceInfos, vRefractionInfos, vThicknessInfos, vThicknessParam, refractionMatrix, thicknessMatrix, vClearCoatTangentSpaceParams, vClearCoatParams, vClearCoatRefractionParams, vClearCoatTintParams, clearCoatColorAtDistance, clearCoatMatrix, clearCoatBumpMatrix, clearCoatTintMatrix, vClearCoatInfos, vClearCoatBumpInfos, vClearCoatTintInfos, vAnisotropy, vAnisotropyInfos, anisotropyMatrix, vSheenColor, vSheenInfos, sheenMatrix, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightFalloff0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, albedoSampler, reflectivitySampler, ambientSampler, emissiveSampler, bumpSampler, lightmapSampler, opacitySampler, reflectionSampler, reflectionSamplerLow, reflectionSamplerHigh, microSurfaceSampler, environmentBrdfSampler, boneSampler, thicknessSampler, refractionSampler, refractionSamplerLow, refractionSamplerHigh, clearCoatSampler, clearCoatBumpSampler, clearCoatTintSampler, anisotropySampler, sheenSampler, shadowSampler0, depthSampler0e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Attributes: position, normal, uve._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Error: Varyings with the same name but different type, or statically used varyings in fragment shader are not declared in vertex shader: vAlbedoUVe._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Trying next fallback.e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Unable to compile effect:e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vAlbedoColor, vReflectivityColor, vEmissiveColor, visibility, vReflectionColor, vFogInfos, vFogColor, pointSize, vAlbedoInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vReflectionPosition, vReflectionSize, vEmissiveInfos, vReflectivityInfos, vMicroSurfaceSamplerInfos, vBumpInfos, vLightmapInfos, mBones, vClipPlane, vClipPlane2, vClipPlane3, vClipPlane4, albedoMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, reflectivityMatrix, normalMatrix, microSurfaceSamplerMatrix, bumpMatrix, lightmapMatrix, vLightingIntensity, logarithmicDepthConstant, vSphericalX, vSphericalY, vSphericalZ, vSphericalXX_ZZ, vSphericalYY_ZZ, vSphericalZZ, vSphericalXY, vSphericalYZ, vSphericalZX, vSphericalL00, vSphericalL1_1, vSphericalL10, vSphericalL11, vSphericalL2_2, vSphericalL2_1, vSphericalL20, vSphericalL21, vSphericalL22, vReflectionMicrosurfaceInfos, vTangentSpaceParams, boneTextureWidth, vDebugMode, vDiffusionDistance, vTintColor, vSubSurfaceIntensity, vRefractionMicrosurfaceInfos, vRefractionInfos, vThicknessInfos, vThicknessParam, refractionMatrix, thicknessMatrix, vClearCoatTangentSpaceParams, vClearCoatParams, vClearCoatRefractionParams, vClearCoatTintParams, clearCoatColorAtDistance, clearCoatMatrix, clearCoatBumpMatrix, clearCoatTintMatrix, vClearCoatInfos, vClearCoatBumpInfos, vClearCoatTintInfos, vAnisotropy, vAnisotropyInfos, anisotropyMatrix, vSheenColor, vSheenInfos, sheenMatrix, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightFalloff0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, albedoSampler, reflectivitySampler, ambientSampler, emissiveSampler, bumpSampler, lightmapSampler, opacitySampler, reflectionSampler, reflectionSamplerLow, reflectionSamplerHigh, microSurfaceSampler, environmentBrdfSampler, boneSampler, thicknessSampler, refractionSampler, refractionSamplerLow, refractionSamplerHigh, clearCoatSampler, clearCoatBumpSampler, clearCoatTintSampler, anisotropySampler, sheenSampler, shadowSampler0, depthSampler0e._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Attributes: position, normal, uve._ErrorEnabled @ babylon.js:16babylon.js:16 BJS - [17:59:50]: Error: Varyings with the same name but different type, or statically used varyings in fragment shader are not declared in vertex shader: vAlbedoUVe._ErrorEnabled @ babylon.js:16babylon.js:16 WebGL: INVALID_OPERATION: useProgram: program not valide.setProgram @ babylon.js:16babylon.js:16 Uncaught TypeError: Cannot read property '0' of undefined at e.getAttributeLocation (babylon.js:16) at e._bindVertexBuffersAttributes (babylon.js:16) at e.recordVertexArrayObject (babylon.js:16) at e._bind (babylon.js:16) at t._bind (babylon.js:16) at t.render (babylon.js:16) at t.render (babylon.js:16) at e.renderUnsorted (babylon.js:16) at e.render (babylon.js:16) at e.render (babylon.js:16) Thank you Quote Link to comment Share on other sites More sharing options...
MarianG Posted May 21, 2019 Share Posted May 21, 2019 Hi @UeliUeli If you didn't do it yet, please post your question here https://forum.babylonjs.com Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.