Closed Waldgeister closed 11 months ago
For me EeVR doesn't even show up in the latest Blender (3.5.0). It used to require going to the "testing" category in the addons manager, but now there is no longer such a tab..
@ecations I have posted a fix for that issue in #49, works with only one line change. @Waldgeister With the above changes, it worked on Blender 3.5 + Linux, so I think the problem is due to macOS. might be related to https://blender.stackexchange.com/questions/286919/addon-stopped-working-on-mac-metal-in-v3-5-due-to-shader-compile-error-console
@nagadomi Yes I found that one too and checked the source of renderer.py. But it does not use any of the listed glEnable, glDisable or ShaderCreateInfo commands.
Maybe the shader code should be compiled using new gpu.shader.create_from_info()
instead of gpu.types.GPUShader()
.
https://github.com/EternalTrail/eeVR/blob/86048cd3e24ed25e43f62cfd125f88ad0a71e7d9/renderer.py#L371
I don't have a mac machine so I am not sure that is the cause.
I would love to fix it. But I'm only used to develop in Swift. So the stackexchange example is quite cryptic to me. Testing shouldn't be a problem.
I've tried updating renderer.py to use the new gpu module. Not tested in detail. (many of the texture parameters has been lost, so there may be differences from previous versions) https://github.com/nagadomi/eeVR/commit/4781816c95d6c5f549e5cba916437e40aa823c49
Note that this commit does not include the changes in #49.
Two things about Mac (M1 in use here):
Anyway, so far I only get complete black images, but at least in 4096x4096 ;) Still exploring.
@Sasatari Just tested the openGL workaround: The rendered output is indeed completely black. But even more, all the objects, camera, etc turn also black in the 3D viewport. I had to change the view port shading several times and back again to get regular coloring.
@Sasatari Just tested the openGL workaround: The rendered output is indeed completely black. But even more, all the objects, camera, etc turn also black in the 3D viewport. I had to change the view port shading several times and back again to get regular coloring.
Yes, same here, but I´m not deep enough into Blender (My main software still is Lightwave 3D) to figure out, why this happens. And actually have a severe lack of time. Will try to find some Blender on Mac users who can help with that.
Just did a View Render (F11) and there I got the expected result. So it seems to work in general, must be a simple setting somewhere I guess.
I guess this is only one of the segments you are seeing in the viewer. Did you activate the "keep temporary work files" in options?
This is how it looks for me. Both in Metal and OpenGL with the new b35 version of @nagadomi
Didn´t check temp, now I did and this is what I get:
Edit: Forget what I wrote, you mean Blender 3.5, don´t you? Just tried that and then updated to 3.5.1 with absolutely same results.
I have fixed the back image problem on macOS in my b35 branch. For installation instructions, see https://github.com/nagadomi/eeVR/commit/4781816c95d6c5f549e5cba916437e40aa823c49#commitcomment-111058232
I tested that it works with both OpenGL and Metal backends on AWS EC2 mac2.metal instance. But I have not checked with VR headset.
EDIT: I confirmed that it is working fine on VR headset (SBS).
Thank you so much! This works fine on my 2020 13 inch M1 MBP with Blender 3.5
Already fixed in #51
Unfortunately the plugin seems not to work on Blender 3.5 and also 3.4. Or is due to the Apple Silicon Architecture? The scene is nothing special just the blank default one.
`bpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(0, 0, 0), rotation=(1.47306, -2.7808e-08, -1.41023), scale=(1, 1, 1))
Python: Traceback (most recent call last): File "/Users/xxx/Library/Application Support/Blender/3.5/scripts/addons/eeVR-master/init.py", line 55, in execute renderer = Renderer(context, False) File "/Users/xxx/Library/Application Support/Blender/3.5/scripts/addons/eeVR-master/renderer.py", line 371, in init self.shader = gpu.types.GPUShader(vertex_shader, frag_shader)
Exception: Shader Compile Error, see console for more details`