"repeat" for WrapS and WrapT for textures seems to be broken
Reported by delfick | May 27th, 2010 @ 03:32 PM
Hello,
It seems the "repeat" option for wrapS and wrapT for the textures makes it so that the textures aren't rendered at all.
For example, in the zod example in the scenejs ide, it used to work, but now it seems to show the cube for a second before it dissapears.
Removing the "repeat" wrapS and wrapT from that example makes it render the texture to the cube (non-repeated of course :p)
..........
Comments and changes to this ticket
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lindsay.kay (at xeolabs) May 27th, 2010 @ 09:51 PM
Cheers delfick,
the IDE is running the latest release...could you attach your code and I'll check it out. Also, what's your OS/browser?
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delfick May 28th, 2010 @ 12:51 AM
My code is essentially the same as the zod example (mainly because the texture part atm is a copy and paste of the zod texture part with a different uri :p).
I'm using latest release of scenejs with Ubuntu 9.10 and Chromium 6.0.408.1 dev.
:)
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lindsay.kay (at xeolabs) May 28th, 2010 @ 01:36 AM
Mysterious - may be a chromium issue because I'm a few releases behind you
on that. I'll upgrade and take a look.Just so I can reproduce the bug exactly, could you please attach your
texture file/url?BTW, if you get stuck on a scene JS bug, you can publish your problem scene
in the bug ticket through the IDE.With your JS file and texture(s) publicly accessible on the web, stick a
link like this in the bug ticket:http://www.scenejs.org/ide.html?url=http://gist.github.com/raw/3392...
Thats the link to the IDE, with the link to the scene appended for the "url"
parameter. You can also provide the optional "title" as well:http://www.scenejs.org/ide.html?url=http://scenejs.org/library/v0.7...;
These can then just be clicked on to reproduce the bug or verify its fix - really important to eyeball the exact situation with console output etc in this crazy javascript world.
PS. Whats your project?
cheers
LK -
delfick May 28th, 2010 @ 04:22 AM
The Best point of reference is your Zod example here http://www.scenejs.org/ide.html?url=http://scenejs.org/library/v0.7...!
(as for our project, we're making a game using webgl as part of our final year project for our Bachelors of Software Engineering. Unfortunately the member of our group that actually had experience in opengl had to leave the group, but we're motoring along anyways :p)
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lindsay.kay (at xeolabs) May 28th, 2010 @ 05:48 AM
I'm running Ubuntu 9.10 as well but having some trouble getting Chromium
6.0.408.1 dev going with WebGL, even with --no-sandbox --enable-webgl
switches.All examples are running OK with the chomium 5.0.365.0 (42940) nightly build
however, so perhaps you could develop against that in the mean time.Ha! SW engineering final year group project! Classic experience, scarred me
forever.Keep the tickets coming and I'll keep the fixes rolling - get any tricky bus
and I'll take a look at your source, good for SceneJS development.cheers
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delfick May 28th, 2010 @ 08:35 AM
hmm, the plot thickens.
It seems it works in MineField 3.7a5pre on Windows XP.
I would test Minefield on Linux, but since an update a few days ago, it keeps telling me that it can't find a webgl context.......
I'll have a look at older versions of Chrome later when I'm back on my linux computer.
Thanks for your help :)
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SceneJS provides easy access to WebGL through a simple and declarative JavaScript API. The SceneJS API is functional, which enables its scene definitions to be really compact and expressive, while hooking into other JavaScript code just that little bit more smoothly.