Closed Disar closed 6 years ago
I think the build tools choked on me holding the build folder hostage preventing from writing the proper file? Is this a known issue?
I was able to delete the folder manually after closing the right processes. It compiles now.
Is the issue gone? If not can throw me the blend file for that material?
Issue appears to be gone. It's a bit tricky what actually fails. At the start of my project vertex displacement didn't compile, tessellation did. But now vertex displacement appears to be fine. But in this case it was just the folder being hijacked by a process ( or something )
I might have a hunch so best I ask here tho. If you have a node with color output but connect that to a float input, might this cause some shader fails?
Ill have to do a few tests on this but I do't know how sensitive the parser.
I'm closing this. If I find something similar to what I described ill open new issue.
When I set the render path preset to "mobile" I get
ERROR: E:\Files\Blender\Blocko\build_gear\compiled\Shaders\Material_mesh.frag.glsl:33: 'n' : redefinition ERROR: E:\Files\Blender\Blocko\build_gear\compiled\Shaders\Material_mesh.frag.glsl:33: '' : compilation terminated
Material looks like this
https://i.imgur.com/aZfgmnR.png
Output file :
Issue with mobile preset should be fixed https://github.com/armory3d/armory/commit/bcfb9e34fee992225816b02be2c2ae08ba25bf91.
Sorry to bother you with this one but the problem persists when enabling "blending" in the render path and materials..
Uh oh, what render path setup? Seems ok here, must get triggered by something.
So it builds fine with blending mode on, it doesn't like it when I enable blending in the material.
Can you share the material? Or it is the same one pasted above?
https://i.imgur.com/46NaKqp.png
As you can see there isn't much to it.
Btw: "receive shadow" is no longer visible. Might be a result of switching between celshading/armory?
Nice, was caused by opacity socket + enabled blending. Pushed a fix and exposed blending settings in material props but needs testing.
awww yish. Now I just have to fine the correct combinations. Thanks!
All of a sudden the glsl is declared with
by using this setup
The array field is used, the first one is not.