Dad72 Posted April 30, 2014 Share Posted April 30, 2014 When I use version 1.12 on my project, I get an error on this line: (for the textures in GroundMaterial of WORLMONGER) this._renderTargets = new BABYLON.Tools.SmartArray(16); and if I put in comment this line : //ground.material = new WORLDMONGER.GroundMaterial("Material_"+terrainName, scene, LightDirectional[0]);I get errors : WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2[.WebGLRenderingContext]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete' Terrain.php:1............WebGL: too many errors, no more errors will be reported to the console for this context.When I reuse version 1.11 I no longer error. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 30, 2014 Share Posted April 30, 2014 Could you share the error? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 30, 2014 Author Share Posted April 30, 2014 this._renderTargets = new BABYLON.Tools.SmartArray(16); return error :Uncaught TypeError: undefined is not a function with version 1.11 I is not this error Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 30, 2014 Share Posted April 30, 2014 Exact please use BABYLON.SmartArray insted of BABYLON.Tools.SmartArray Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 30, 2014 Author Share Posted April 30, 2014 ok. the SmartArray is fixe. but I still have errors that I do not understand. with version 1.11, I have no error error console complet :WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2[.WebGLRenderingContext]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete' Terrain.php:1WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:22WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension babylon.js:2WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension babylon.js:2.....WebGL: too many errors, no more errors will be reported to the console for this context. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 1, 2014 Author Share Posted May 1, 2014 What mean this bug DeltaKosh please? I have not this bug in version 1.11. What is it? Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 1, 2014 Share Posted May 1, 2014 I need to see it live to understand the problem Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 2, 2014 Author Share Posted May 2, 2014 I'll try to build an example to reproduce this bug and send it to you. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted May 2, 2014 Share Posted May 2, 2014 I installed 1.12 beta on my flyerframe and on skybox tour, to see if I could get some errors like Dad72. They both use textures. I saw no errors like those Dad72 saw. But, on the flyerframe, I DID notice that the scene got real dark... almost like the hemispheric light was not working. That is a different subject, though. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 2, 2014 Author Share Posted May 2, 2014 I can not reproduce the bug on a new scene. I have updated Babylon 1.12 file that has been updated 1 day ago and this bug has disappeared. It is therefore correct any single. However as said Wingnut, the scene features a dark area additionally in the version 1.12, But not in version 1.11. Here is the example of the scene that I did which comes from my project: My scene RPG (Wait for the loading of all the scene)Z.Q.S.D (keyboard AZERTY) for the movement of the characterZ + MAJ for runMouse movement to go right and left character.Right click for the camera in orbit around the character. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 3, 2014 Author Share Posted May 3, 2014 @DeltaKosh : This is a bug or not the black faces. With previous versions I never had this problem with this same scene. Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 5, 2014 Share Posted May 5, 2014 Could you just create little jsfiddle to get a simple repro case? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 5, 2014 Share Posted May 5, 2014 I've just uploaded the latest v1.12 beta, could you check if the problem remains ? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 5, 2014 Author Share Posted May 5, 2014 Is correct and perfect. Thank you again Deltakosh Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 The dark area bug is back. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2014 Share Posted May 7, 2014 Could you setup a jsfiddle plz? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 I never use jsfiddle. I have my own server.You were fix there are 2 days this bug. this must be the same. he is back with the update today http://www.html5gamedevs.com/topic/6048-bug-babylon-112-beta/?p=36992 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2014 Share Posted May 7, 2014 yes but it is far too complex to debug with all your code around. I need a small repro case Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 I'll try to reproduce with a small stage for the dark light. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 I had a scene already prepared:See the black face of the cube that should not be: Scene with mesh black face Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2014 Share Posted May 7, 2014 For me this is correct relatively to light direction Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 Wingnut you also report the same problem on one of its scene that did not have this problem before.Same thing with me, you had correct and fix the problem and my project did not have this problem and with the new update, the problem has income. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 7, 2014 Share Posted May 7, 2014 This is not a bug but the regular behavior for me Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 I'll show you a screenshot with my project Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 7, 2014 Author Share Posted May 7, 2014 this code light: LightDirectional[0] = new BABYLON.DirectionalLight("Sun", new BABYLON.Vector3(-3, -4, -4), scene); LightDirectional[0].diffuse = new BABYLON.Color3(0.80, 0.80, 0.80); LightDirectional[0].specular = new BABYLON.Color3(0, 0, 0); ....... LightDirectional[1] = new BABYLON.DirectionalLight("Sun", new BABYLON.Vector3(4, -4, 4), scene); LightDirectional[1].diffuse = new BABYLON.Color3(0.80, 0.80, 0.80); LightDirectional[1].specular = new BABYLON.Color3(0, 0, 0); ..... The front and left his black cube. I feel that it is the face shadows that are too darkThere are two days you had to correct the same error. The scene was much more light. Quote Link to comment Share on other sites More sharing options...
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