Marleys Ghost Posted December 19, 2009 Share Posted December 19, 2009 You don't need to put anything back, since when Josh uploads the new shaders.pak, your Renderer.cpp will be returned to the original version also (when you run the installer). Well it was easier to delete and unzip the backup so I could continue with something I was working on. And with other issues it seems outside of the shader one I get the feeling it would not be as simple to just alter the Renderer.cpp for C++ , but I am also using Bmax .. This is my "hotfix" for now. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
afecelis Posted December 19, 2009 Share Posted December 19, 2009 Lumooja, I tried the fix you suggest. The app now compiles and runs fine, but I still get the "null framewerk" message on exiting. I also agree with Mack that we're all eager waiting for Josh to express something about the shaders.pak issue. @Mack: I was checking bmax's renderer.bmx in framewerk.mod but couldn't find anything about postfiltername = "_adjust", but several instances of postfiltername all around the code, so I guess a similar fix for bmax is a bit more complicated. Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
macklebee Posted December 19, 2009 Share Posted December 19, 2009 Lumooja, I tried the fix you suggest. The app now compiles and runs fine, but I still get the "null framewerk" message on exiting. I also agree with Mack that we're all eager waiting for Josh to express something about the shaders.pak issue. @Mack: I was checking bmax's renderer.bmx in framewerk.mod but couldn't find anything about postfiltername = "_adjust", but several instances of postfiltername all around the code, so I guess a similar fix for bmax is a bit more complicated. from what i can tell the bmax framewerk hasn't been modified for the "adjust" shaders... but there is still something wrong when a program that ran fine two days ago now crashes with an error referencing josh's ShaderReference.bmx source code. even simple functionality in the editor is not working now... this is not good. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Canardia Posted December 19, 2009 Share Posted December 19, 2009 That's just because the bmx framewerk is not uptodate Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Canardia Posted December 20, 2009 Share Posted December 20, 2009 Actually Josh changed it back, so Framewerk C++ has been now also changed back. There is no need for _adjust shaders anymore. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
afecelis Posted December 20, 2009 Share Posted December 20, 2009 But now I get the "null framewerk" message when I exit my apps, and that didn't happen before Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Canardia Posted December 20, 2009 Share Posted December 20, 2009 I don't think the "Null Framewerk" message can be avoided, since the engine wants a global "framewerk" object, which can only be set from BlitzMax, as the structure of the framewerk object is completely different in other languages. I think Josh should remove the message completely. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
afecelis Posted December 20, 2009 Share Posted December 20, 2009 It's occurring in my C++ template (based on marleys' scene loading example). In bmax all I get now is a black screen Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
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