Michael_J Posted December 19, 2014 Share Posted December 19, 2014 Just a head's up--after tonight's update from the beta branch I get an "assert failed" message as soon as the editor opens. It still shows "Leadwerks Editor - <untitled>" in the title, so I don't even think it starts to load the last level loaded before the Assert Failed. Clicking "OK" immediately shuts down the editor... --"There is no spoon" Link to comment Share on other sites More sharing options...
Josh Posted December 19, 2014 Share Posted December 19, 2014 Does the log say anything? Since I don't get this behavior there's not a lot for me to go on right now. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael_J Posted December 19, 2014 Author Share Posted December 19, 2014 Where does the log normally get saved? The last time I used the editor I had the message log hidden, and now I can't expose it as the Assert Failed dialog prevents it... --"There is no spoon" Link to comment Share on other sites More sharing options...
Josh Posted December 19, 2014 Share Posted December 19, 2014 Documents/Leadwerks/Leadwerks.log My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael_J Posted December 19, 2014 Author Share Posted December 19, 2014 Here's what it gives me: Syncing Addons... Initializing... Initializing OpenGL4 graphics driver... OpenGL version 431 GLSL version 430 Device: AMD Radeon R9 200 Series Loading texture "D:/DCI_work/Rogue_System/Materials/Common/bfn.tex"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Editor/terraintool.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Editor/wireframe.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Editor/solid.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Model/default.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Editor/grid.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Lighting/ambientlight.shader"... Loading font "C:/Windows/Fonts/Arial.ttf"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Drawing/drawtext.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Drawing/drawprimitive.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Editor/skybox.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Misc/occlusionquery.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Model/Shadow/shadow.shader"... Loading shader "D:/DCI_work/Rogue_System/Shaders/Lighting/directionallight.shader"... Loading material "D:/DCI_work/Rogue_System/Materials/Icons/directionallight.mat"... Loading shader "D:/DCI_work/Rogue_System/shaders/editor/sprite.shader"... Vertex shader failed to compile with the following errors: ERROR: 0:30: error(#314) No such field in interface block viewmatrix ERROR: 0:30: error(#145) Left of "[" is not of type array, matrix, or vector: entity ERROR: 0:30: error(#160) Cannot convert from: "unknown qualifier interface block" to: "highp 4X4 matrix of mat4" ERROR: error(#273) 3 compilation errors. No code generated Failed to compile vertex shader. Error: Failed to compile vertex shader. Assert failed. --"There is no spoon" Link to comment Share on other sites More sharing options...
Michael_J Posted December 19, 2014 Author Share Posted December 19, 2014 I replaced that sprite.shader with one from another project and all is well now. I sent you a pm with the vertex shader portion in code so you can have a look. --"There is no spoon" Link to comment Share on other sites More sharing options...
Josh Posted December 19, 2014 Share Posted December 19, 2014 What is the difference between the two shaders? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael_J Posted December 20, 2014 Author Share Posted December 20, 2014 I have no idea--as far as *I* know, nothing.... I'm just telling you what I did to correct the problem based on what the log file pointed to, which was the vertex portion of the sprite.shader The bigger concern should probably be why the editor failed as it did simply because the shader failed to compile.... --"There is no spoon" Link to comment Share on other sites More sharing options...
Josh Posted December 20, 2014 Share Posted December 20, 2014 That's expected behavior. If a required shader fails to compile I want the program to stop. Does the standard shader work correctly? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael_J Posted December 20, 2014 Author Share Posted December 20, 2014 Hmm--not sure I agree there. For example, let's say I'm developing a shader and I code something that causes a crash when it tries to compile (has happened to me a couple times). Now, when I go to re-open the editor it WON'T open because of the bugged shader. Isn't that's like saying Visual Studio shouldn't open because you accidentally coded a crash bug? The only way I got out of this situation was because I had an earlier version of the shader source-controlled and could fall back to it. (Or, yes, I could have changed the shader extension so it wouldn't try to load). In any case, as far as I can tell, all the other shaders are working fine... --"There is no spoon" Link to comment Share on other sites More sharing options...
Josh Posted December 20, 2014 Share Posted December 20, 2014 It only occurs with certain required shaders. I am still not clear on whether the standard/current shader has a problem. I cannot produce this problem with my ATI card. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted December 26, 2014 Share Posted December 26, 2014 I actually found some problematic logic that would cause an assert error in debug mode only...fixed. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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