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- This topic has 16 replies, 2 voices, and was last updated 4 years, 8 months ago by Yuri Kovelenov.
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2020-03-20 at 11:53 pm #24845GLiFTeKCustomer
Hi,
I just tried to use the compressed assets option by following the instructions in the YouTube video about it.
The console spat out a giant list of errors about texture nodes and the verge window is black, this AFTER the loading animation just so you know.
Is this a known issue? Certain nodes not being able to be parsed from the uncompression process?
Thanks!EDIT: this is the error message:
“v3d.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Must have an compiled fragment shader attached. <empty string>”where should i look in my shaders to fix this?
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plz share Discord link & on your signature!2020-03-23 at 6:09 am #24859Yuri KovelenovStaff2020-04-04 at 6:28 pm #25327GLiFTeKCustomerok that WASN’T a compression issue.
that was a just.. everything (and every past version of my project…) compleeetely screwed…errors filling up the console in red.
luckily.. i dl’d the new update and things are all smoothe sailing.
PHEW!
holy crapola close call batman.
i do not even want to know what that was about lol.Visit the GLIFTEK Verge3D Plugins Store!
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plz share Discord link & on your signature!2020-04-05 at 6:10 am #25336Yuri KovelenovStaff2020-04-08 at 3:36 pm #25506GLiFTeKCustomerActually…it’s back.
Giving me tons of errors…
Namely “webgl too many attributes”
And “program is not linked”…Tried the same solution as before to no avail.
Even tried copying the assets into a fresh blank 2.82 blend file… Newp..
Tried slimming down texture nodes and unsupported nodes if any..Serious setback as I can’t see important textures.
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plz share Discord link & on your signature!2020-04-09 at 6:59 am #25529Yuri KovelenovStaffwebgl too many attributes
this happens if your models have too many geometry inputs, such as
UVs, shape keys, vertex colors2020-04-09 at 11:49 am #25553GLiFTeKCustomerit was vertex color maps.
i was using the rgb for masking each texture map technique… evidently unsuccessfully :(what would cause metal textures that look great in blender, to come up as black in my verge web project?
i’m using HDR rendering, compressed assets, environment lighting in blender.
my metal reflections in eevee reflect the environment map i made and installed.when i do that are we required to have the puzzles set up for that, or is that just a separate method?
before, when i had all the hundreds of errors.. there just was no object..
can see my object’s shape now…. but the metal reflective textures with multiple maps. are all black now, (using only supported slots on principled BSDF)..
other unaffected textures are visible on them, as they were before.only error is “Tex image TEXTURE_2D level 0 is incurring lazy initialization” now
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plz share Discord link & on your signature!2020-04-09 at 12:54 pm #25560Yuri KovelenovStaff2020-04-09 at 4:34 pm #25589GLiFTeKCustomerHi,
Does is work as intended with Sneak Peek? If not, can you share your .blend file?yes it behaves same as export (black) in sneak peek.
i’ll try to get a slimmed down version to share.…daaamn hangups round every turn.. grunmble… (nothing against the software .. just my luck with this project lol..)
fULL error message…
” Error: WebGL warning: generateMipmap: Tex image TEXTURE_2D level 0 is incurring lazy initialization. 3 v3d.js:1:547102 ”
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plz share Discord link & on your signature!2020-04-09 at 5:41 pm #25596GLiFTeKCustomeri cut the material output link to the nodes and put in a bright green emission node and it worked.
so
i’m pretty sure this has to do with the other question i asked….so it’s not seeing the texture image files properly…
where exactly are the settings to tell it where to export them, so it will see them on export?
thnx
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plz share Discord link & on your signature!2020-04-09 at 8:19 pm #25599GLiFTeKCustomerfound it was a corrupt normal map.
facepalm.
materials working fine… but not the selector puzzles…so weird.
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plz share Discord link & on your signature!2020-04-11 at 8:44 am #25639Yuri KovelenovStaff2020-04-12 at 12:26 am #25659GLiFTeKCustomerHi,
so you finally got it working?none of my selector puzzles (object, animation, material) let me select anything other than “none”
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plz share Discord link & on your signature!2020-04-13 at 5:04 am #25685Yuri KovelenovStaff2020-04-13 at 7:02 am #25698GLiFTeKCustomerThat’s strange. If you try to create a new project from the standard template, and use your blend/gltf files with it, will the selectors work?
I’ll try.
I do think it has something to do with an overwhelming amount of puzzle variables I have that must be “linted”/delete unused/.. Possibly maxing out some quota if that’s the word… Any known issues with that?This puzzles page has been through SO many changes through months of development, i fear the resultant visual code js may have much”garbage” that’s not cleaned.
For a more simple puzzle page that it’d want to get a fresh start with, is just save all my networks to library then re-apply on a fresh page.
Though, even then, any cut “procedure”puzzle automatically deletes its corresponding activating puzzle…
What WOULD be great in circumstances like this, is having some kind of “frame” element like in blender node editor, where you could group and store to the library such, with procedure call puzzles intact…
For fresh restorations etc that are needed like times like this.
Think I recommended that sort of thing awhile ago, though not sure how easily that sort of thing would be implemented in blockly
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