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ReactPhysics3D - Page 2 — Gideros Forum

ReactPhysics3D

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  • MoKaLuxMoKaLux Member
    edited February 2020
    Thank you hgy29, this is the output ofmy android samsung J6
    GLES3
    OpenGL ES 3.2 v1.r28p0-01rel0.###other-sha0123456789ABCDEF0###
    "GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_sliced_3d GL_KHR_debug GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed GL_EXT_texture_border_clamp GL_OES_texture_border_clamp GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables GL_OES_sample_shading GL_OES_shader_multisample_interpolation GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader GL_OES_tessellation_shader GL_EXT_primitive_bounding_box GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5 GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage GL_EXT_external_buffer GL_EXT_EGL_image_array "
    glsl
    FragmentShader:
    0:19: L0003: Keyword 'sampler2DShadow' is reserved

    stack traceback:
    3dbase/3DLighting.lua:74: in function 'getShader'
    3dbase/3DLighting.lua:109: in function 'setSpriteMode'
    3dbase/3DShapes.lua:32: in function 'updateMode'
    3dbase/G3DFormat.lua:187: in function 'buildG3DObject'
    3dbase/G3DFormat.lua:216: in function 'buildG3D'
    3dbase/G3DFormat.lua:206: in function 'buildG3D'
    3dbase/G3DFormat.lua:206: in function <3dbase/G3DFormat.lua:191>
    (tail call): ?
    3d_models/player1/player1_class.lua:10: in function 'init'
    [string "property.lua"]:59: in function '__new'
    [string "property.lua"]:66: in function 'new'
    main.lua:45: in main chunk

    I will try on another phone see what I have got.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • hgy29hgy29 Maintainer
    Ok, it sems that your device support all features, but would rather the shader to be declared as a 'version 3' than just a 'version 1'. Not sure if that will be enough, but can you try to add
    #extension GL_EXT_shadow_samplers : enable
    after the similar line in 3DShaders.lua, at line 89 ?
  • MoKaLuxMoKaLux Member
    edited February 2020
    ok will do it asap and report back, thank you very much.
    EDIT: I added the line above but the same problem occurs. I will post the project asap.
    PS: I can comment the line for android that's no problem for me :)
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • here is the working game with the if statement fix applied for android.
    PS: tested on another android and got the same shader error
    Hope that helps. :) .
    zip
    zip
    yt_06_gideros_r3d_shmup.zip
    159K
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • hgy29hgy29 Maintainer
    Accepted Answer
    @MoKaLux, yes, but it is not a fix at all, you just disabled shadow mapping :)
  • MoKaLuxMoKaLux Member
    edited February 2020
    :pensive:
    I haven't looked at shaders yet.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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