Closed Rorkh closed 1 year ago
zeantar@zeantar-X15-AT-22:~/Desktop/rengfx/demo/anim3$ dub run Starting Performing "debug" build using /usr/bin/dmd for x86_64. Up-to-date colorize 1.0.5: target for configuration [library] is up to date. Up-to-date ddmp 0.0.1-0.dev.3: target for configuration [library] is up to date. Up-to-date stdx-allocator 2.77.5: target for configuration [library] is up to date. Up-to-date libdparse 0.14.0: target for configuration [library] is up to date. Up-to-date fluent-asserts 0.13.3: target for configuration [library] is up to date. Up-to-date dray 4.2.0-r3: target for configuration [desktop-gl33] is up to date. Up-to-date jar 0.1.0: target for configuration [library] is up to date. Up-to-date minlog 2.0.0: target for configuration [library] is up to date. Up-to-date bolts 1.3.1: target for configuration [library] is up to date. Up-to-date optional 1.3.0: target for configuration [library] is up to date. Up-to-date witchcraft 0.1.9: target for configuration [library] is up to date. Up-to-date reng 0.9.0: target for configuration [lib-minimal] is up to date. Up-to-date anim3 ~master: target for configuration [application] is up to date. Finished To force a rebuild of up-to-date targets, run again with --force Running anim3 [info/21:10:03] initializing rengfx core INFO: Initializing raylib 4.2 INFO: Supported raylib modules: INFO: > rcore:..... loaded (mandatory) INFO: > rlgl:...... loaded (mandatory) INFO: > rshapes:... loaded (optional) INFO: > rtextures:. loaded (optional) INFO: > rtext:..... loaded (optional) INFO: > rmodels:... loaded (optional) INFO: > raudio:.... loaded (optional) INFO: DISPLAY: Device initialized successfully INFO: > Display size: 1920 x 1080 INFO: > Screen size: 960 x 540 INFO: > Render size: 960 x 540 INFO: > Viewport offsets: 0, 0 INFO: GLAD: OpenGL extensions loaded successfully INFO: GL: Supported extensions count: 400 INFO: GL: OpenGL device information: INFO: > Vendor: NVIDIA Corporation INFO: > Renderer: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 INFO: > Version: 3.3.0 NVIDIA 535.86.05 INFO: > GLSL: 3.30 NVIDIA via Cg compiler INFO: GL: DXT compressed textures supported INFO: GL: ETC2/EAC compressed textures supported INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 1] Default texture loaded successfully INFO: SHADER: [ID 1] Vertex shader compiled successfully INFO: SHADER: [ID 2] Fragment shader compiled successfully INFO: SHADER: [ID 3] Program shader loaded successfully INFO: SHADER: [ID 3] Default shader loaded successfully INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU) INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU) INFO: RLGL: Default OpenGL state initialized successfully INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps) INFO: FONT: Default font loaded successfully (224 glyphs) INFO: TIMER: Target time per frame: 16.667 milliseconds INFO: TEXTURE: [ID 3] Texture loaded successfully (960x540 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 1] Depth renderbuffer loaded successfully (32 bits) INFO: FBO: [ID 1] Framebuffer object created successfully [info/21:10:03] debugger info: ui bounds Rectangle(0, 0, 960, 540), resolution Vector2(960, 540), window (960,540) [info/21:10:03] initializing game INFO: TEXTURE: [ID 4] Texture loaded successfully (960x540 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 2] Depth renderbuffer loaded successfully (32 bits) INFO: FBO: [ID 2] Framebuffer object created successfully [info/21:10:03] recreated render target of size Vector2(960, 540) INFO: FILEIO: [../content/shader/chromatic_aberration.frag] Text file loaded successfully INFO: SHADER: [ID 4] Fragment shader compiled successfully INFO: SHADER: [ID 5] Program shader loaded successfully INFO: SHADER: [ID 5] Shader attribute (vertexPosition) set at location: 0 INFO: SHADER: [ID 5] Shader attribute (vertexTexCoord) set at location: 1 WARNING: SHADER: [ID 5] Failed to find shader attribute: vertexTexCoord2 WARNING: SHADER: [ID 5] Failed to find shader attribute: vertexNormal WARNING: SHADER: [ID 5] Failed to find shader attribute: vertexTangent INFO: SHADER: [ID 5] Shader attribute (vertexColor) set at location: 3 INFO: SHADER: [ID 5] Shader uniform (mvp) set at location: 0 WARNING: SHADER: [ID 5] Failed to find shader uniform: matView WARNING: SHADER: [ID 5] Failed to find shader uniform: matProjection WARNING: SHADER: [ID 5] Failed to find shader uniform: matModel WARNING: SHADER: [ID 5] Failed to find shader uniform: matNormal WARNING: SHADER: [ID 5] Failed to find shader uniform: colDiffuse INFO: SHADER: [ID 5] Shader uniform (texture0) set at location: 2 WARNING: SHADER: [ID 5] Failed to find shader uniform: texture1 WARNING: SHADER: [ID 5] Failed to find shader uniform: texture2 INFO: SHADER: [ID 5] Shader uniform (sample_offset) set at location: 1 INFO: TEXTURE: [ID 5] Texture loaded successfully (960x540 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 3] Depth renderbuffer loaded successfully (32 bits) INFO: FBO: [ID 3] Framebuffer object created successfully core.exception.AssertError@../../../../.dub/packages/optional/1.3.0/optional/source/optional/optional.d(97): Attempting to fetch the front of an empty optional. ---------------- ??:? _d_assert_msg [0x555708cd61f4] ../../../../.dub/packages/optional/1.3.0/optional/source/optional/optional.d:97 inout pure nothrow ref @property @nogc return @safe inout(raylib.Model) optional.optional.Optional!(raylib.Model).Optional.front() [0x555708b21089] source/play.d:40 void play.PlayScene.on_start() [0x555708b20d5a] ../../source/re/ng/scene.d:151 void re.ng.scene.Scene.begin() [0x555708b30230] ../../source/re/core.d:318 void re.core.Core.load_scenes(re.ng.scene.Scene[]) [0x555708b221cc] source/app.d:23 void app.Game.initialize() [0x555708b1f0ec] ../../source/re/core.d:158 re.core.Core re.core.Core.__ctor(int, int, immutable(char)[]) [0x555708b21cb4] source/app.d:16 app.Game app.Game.__ctor() [0x555708b1efe7] source/app.d:28 _Dmain [0x555708b1f10c] Error Program exited with code 1
I will take a look
It was just pointing to a nonexistent model, fixed.