shadmar Posted August 3, 2013 Share Posted August 3, 2013 Whenever I call (even in new projects) camera->AddPostEffect(Shader::Load("Shaders/PostProcess/Bloom.shader")); Application just stops with this : Loading shader "C:/Leadwerks/Projects/slett2/Shaders/PostProcess/Bloom.shader"... Loading shader "C:/Leadwerks/Projects/slett2/Shaders/PostProcess/BlurX.shader"... Loading shader "C:/Leadwerks/Projects/slett2/Shaders/PostProcess/BlurY.shader"... Assert failed. All shaders compile ok. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
beo6 Posted August 4, 2013 Share Posted August 4, 2013 Tried it in LUA. I get the Debug Output "Framebuffer incomplete" a lot with any Shader. However i need to enter it this way: local shader = Shader:Load("Shaders/PostProcess/Bloom.shader") self.camera:AddPostEffect( shader ) because this: self.camera:AddPostEffect( Shader:Load("Shaders/PostProcess/Bloom.shader") ) does crash with the error: --------------------------- Leadwerks --------------------------- Script Error error in function 'AddPostEffect'. Line 48 --------------------------- OK --------------------------- but that might only be a LUA restriction. Not sure. Link to comment Share on other sites More sharing options...
shadmar Posted August 4, 2013 Author Share Posted August 4, 2013 I get assert failed either way lua/c++. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
klepto2 Posted August 8, 2013 Share Posted August 8, 2013 I just get a crash, no hint about an error. [Edit] I just debugged it with gDebugger and got a bit more info: Leadwerks::Camera::PostProcess - camera.cpp, line 177 Leadwerks::OpenGL2Camera::Render - opengl2camera.cpp, line 269 Leadwerks::World::Render - world.cpp, line 488 tolua_luacommands_World_Render00 - lua-gluecode.cpp, line 29559 Maybe this helps a bit more. Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Admin Posted August 30, 2013 Share Posted August 30, 2013 This will not be fixed in version 3.0 since it is not officially supported. 3.1 will make use of post effects like this. Link to comment Share on other sites More sharing options...
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