Comments (8)
Hello and thank you for your report!
You should try not use m.properties but m.material for the material
properties.
But It's not what is causing the issue of course.
I'll have a look and keep you posted.
Jean-Marc Le Roux
*
*
*
*Founder and CEO of Aerys (http://aerys.in)
Blog: http://blogs.aerys.in/jeanmarc-leroux
Cell: (+33)6 20 56 45 78
Phone: (+33)9 72 28 55 83
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Logged internally as bug 1229
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Hi MerlinTwi,
I just tried and could not reproduce your bug, can you set Minko.debugLevel to DebugLevel.ALL and tell us if you're having any warnings or errors? Also, what version are you using?
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I am also getting this bug. Can reproduce reliably using a very basic post processing shader as below. With the very latest commits to /dev, this example should fail to run, same error as above (null texture resource reference in DrawCall.as):
package minkotest
{
import aerys.minko.render.Effect;
import aerys.minko.render.geometry.primitive.CubeGeometry;
import aerys.minko.render.material.basic.BasicMaterial;
import aerys.minko.render.Viewport;
import aerys.minko.scene.controller.camera.ArcBallController;
import aerys.minko.scene.node.camera.Camera;
import aerys.minko.scene.node.Mesh;
import aerys.minko.scene.node.Scene;
import flash.display.Sprite;
import flash.events.Event;
public class Main extends Sprite
{
private var scene:Scene;
private var camera:Camera;
private var viewport:Viewport;
public function Main():void
{
viewport = new Viewport();
addChild(viewport);
camera = new Camera();
camera.transform.translationZ = -10;
scene = new Scene();
scene.addChild(camera);
scene.postProcessingEffect = new Effect(new PostShaderTest());
var box:Mesh = new Mesh(CubeGeometry.cubeGeometry, new BasicMaterial( { diffuseColor: 0x222222FF } ));
scene.addChild(box);
stage.addEventListener(Event.ENTER_FRAME, update);
}
private function update(e:Event):void
{
scene.render(viewport);
}
}
}
import aerys.minko.render.RenderTarget;
import aerys.minko.render.shader.part.PostProcessingShaderPart;
import aerys.minko.render.shader.SFloat;
import aerys.minko.render.shader.Shader;
class PostShaderTest extends Shader
{
private var _postProcessing:PostProcessingShaderPart;
public function PostShaderTest(renderTarget:RenderTarget = null, priority:Number= 0.0):void
{
super(renderTarget, priority);
_postProcessing = new PostProcessingShaderPart(this);
}
override protected function getVertexPosition():SFloat
{
return _postProcessing.vertexPosition;
}
override protected function getPixelColor():SFloat
{
var rgb:SFloat = _postProcessing.backBufferPixel;
return rgb;
}
}
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I confirm: I got the same problem working on anamorphic lens flare post processing :p
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It should be fixed here: 4796e0d
Please confirm by closing this issue.
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Up? :)
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sorry, bug fixed.
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