Grey screen with nme mac target
SInce I closed the nme build error issue, here's a new issue just for the grey screen. Is the nme test example running something different from the lime test example?
Can you try BasicElements example ? If BasicElements example works, its a problem in NME. It was a same problem with Lime a while ago - actually BasicScene example is visible for a fraction of a second but then goes blank. Please try BasicElements and let me know if it works.
On Tue, Sep 8, 2015 at 8:39 AM, Joshua Olson [email protected] wrote:
SInce I closed the nme build error issue https://github.com/vujadin/BabylonHx/pull/45, here's a new issue just for the grey screen. Is the nme test example running something different from the lime test example?
— Reply to this email directly or view it on GitHub https://github.com/vujadin/BabylonHx/issues/46.
Engine.hx:164: BabylonHx - Cross-Platform 3D Engine | 2015 | www.babylonhx.com
Tools.hx:541: Image 'assets/img/graygrad.jpg' doesn't exist!
Effect.hx:213: ERROR: 0:2: 'precision' : syntax error: syntax error
Effect.hx:230: Unable to compile effect: color
Effect.hx:231: Defines:
Effect.hx:232: Error: ERROR: 0:2: 'precision' : syntax error: syntax error
I can't find a similarly named image in BabylonJS's assets. Trying Emscripten target now...
Error: Command not found : emcc
I have some things to install...
I get the same error as my previous comment with the acadnme/cppia target, but something flashed on the screen before going blank again.
Here's the image: http://babylonhx.com/demos/basicelements/assets/img/graygrad.jpg
On Tue, Sep 8, 2015 at 9:41 AM, Joshua Olson [email protected] wrote:
Engine.hx:164: BabylonHx - Cross-Platform 3D Engine | 2015 | www.babylonhx.com Tools.hx:541: Image 'assets/img/graygrad.jpg' doesn't exist! Effect.hx:213: ERROR: 0:2: 'precision' : syntax error: syntax error
Effect.hx:230: Unable to compile effect: color Effect.hx:231: Defines: Effect.hx:232: Error: ERROR: 0:2: 'precision' : syntax error: syntax error
I can't find a similarly named image in BabylonJS's assets. Trying Emscripten target now...
— Reply to this email directly or view it on GitHub https://github.com/vujadin/BabylonHx/issues/46#issuecomment-138463643.
Thank you. And you're welcome.
Anyway,
emcc -o ApplicationMain.html -rdynamic -O1 -s DISABLE_EXCEPTION_CATCHING=0 --no-undefined @obj/emscripten/all_objs /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libregexp.a /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libstd.a /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libzlib.a /usr/lib/haxelib/nme/5,4,2/lib/Emscripten/libnme.a
ERROR root: /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libregexp.a: No such file or directory ("/usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libregexp.a" was expected to be an input file, based on the commandline arguments provided)
Error: error running emcc -o ApplicationMain.html -rdynamic -O1 -s DISABLE_EXCEPTION_CATCHING=0 --no-undefined @obj/emscripten/all_objs /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libregexp.a /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libstd.a /usr/lib/haxelib/hxcpp/3,2,102/lib/Emscripten/libzlib.a /usr/lib/haxelib/nme/5,4,2/lib/Emscripten/libnme.a
Error: Build failed
Good night and thanks for all the limes (which I think I'll use instead of nme anyway).
As strange as it is, NME throws GL Error: 1282 6x8 and goes gray screen when testing with BasicScene example but BasicElements example (and few others) works fine. I'm sure this is the same bug that existed in Lime few releases ago (about version 2.4.0 I think). It was present in Lime for 3 or 4 releases. If you had Line mesh in your scene, as long as this mesh is in frustum everything would render fine. When it goes out of frustum, you get the blank scene. Because of that I used a dirty hack - I've placed a tiny line mesh (between two points and with alpha = 0.001) in front of camera when it was created and fixed its position to always stand in front of camera so that it never leaves the frustum. It kind of worked but then something changed in Lime and this hack was not needed anymore so I removed it. I guess there's a quite a lot of code 'borrowing' between NME/Lime/Snow but while the bug was fixed in Lime it remains in NME. It looks the problem is when code is using only 'default' shader. As soon as some other shader is used (like 'line' shader from Line mesh), everything works ok.