dereksorensen / kailashengine Goto Github PK
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License: MIT License
As someone said bellow i found two more thinks that you shuld try to do, if your game isnt working.
As a first step download OpenAL an as second in file "Grendgine_Collada_Parse_Utils.cs" use "using System.Globalization;" and change array[i] = Convert.ToSingle(str[i]) to array[i] = Convert.ToSingle(str[i], CultureInfo.InvariantCulture);
Now you shuld be done.
hi,
The .light files exported from blender do have point as delimiter of float values.
the following lines in LightLoader.cs procuces wrong values when the windows installment is e.g. in german because it interprets 1.50000000 as 15000000 becaus the point is not recognized as the it should be because in german comma is recognized as correct delimiter.
LightLoader.cs
e.g. col.X = float.Parse(multi_value[0]);
to correct this issue it has to be changed to:
using System.Globalization
e.g. col.X = float.Parse(multi_value[0], CultureInfo.InvariantCulture);
After changing this the code compiles and starts. I can see the starfield and sunlight and mouse and keyboard behaves as expected.
But all three included demo scene files are not shown, just as they where absent.
There is no need to print the log file, because initialization and import of the scenes run all with succes.
I suppose the error could be in the xml importer of the dae file which maybe enterprets the given float values also in the wrong way as above and therefore the geometrie is present but somewhere in invisble space. But i could not fix the problem.
Any help would be greatly welcome.
P.S. It is a wonderful work of you.
I searched very long time for a C# binded render engine, that has Voxel GI as a feature.
According to my knowledge you render engine is the only one i could find.
If you know another i would also be very grateful to get a hint to it.
public void generateMipMap()
{
GL.GenerateTextureMipmap(_id);
}
System.AccessViolationException: 'Det gjordes ett försök att läsa eller skriva till skyddat minne. Detta indikerar ofta att annat minne är skadat.'
Sorry for the Swedish exception message...
How to fix this? Is it a problem between x86 and x64?
Probably because I am using a too newer Visual studio (2019) and something changed but I am getting this error when trying to execute in Debug mode.
Unhandled Exception: System.DllNotFoundException: Unable to load DLL 'libbulletc': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at BulletSharp.DefaultCollisionConfiguration.btDefaultCollisionConfiguration_new()
at BulletSharp.DefaultCollisionConfiguration..ctor()
at KailashEngine.Physics.PhysicsDriver..ctor() in C:\projects\Examples\KailashEngine\KailashEngine\Physics\PhysicsDriver.cs:line 80
at KailashEngine.EngineDriver.OnLoad(EventArgs e) in C:\projects\Examples\KailashEngine\KailashEngine\EngineDriver.cs:line 388
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at KailashEngine.Launcher.Main(String[] args) in C:\projects\Examples\KailashEngine\KailashEngine\Launcher.cs:line 159
Hi!
I try to run your engine, but I just load view success and there are no elements happen.
I am learning OpenTK in basic with : VBO, normal, texture. After that can you give me an direction ?
That will help me to learn more about OpenTK.
P/S : I want to know what is the best way to load model using : more VBO or just put all in one VBO.
And how can I message to you?
Thanks!
Here is the log file
==================================================================================
2017-05-02 10.27.05
==================================================================================
Loading Collada File light_objects.dae
Creating Image Dictionary 0 images found :<
Creating Material Dictionary 0 effects found :<
Creating Animation Dictionary 0 animations found :<
Creating Visuals Dictionary 2 visuals found
Loading Skinning Data 0 skins found :<
Creating Mesh Dictionary 2 meshes found
Loading Mesh Visuals
Loading Visual Scene pLight
Loading Visual Scene sLight
Loading Controlled Visuals
Loading World sponza
Loading Collada File sponza.dae
Creating Image Dictionary 33 images found
Creating Material Dictionary 28 effects found
Creating Animation Dictionary 18 animations found
Creating Visuals Dictionary 390 visuals found
Loading Skinning Data 0 skins found :<
Creating Mesh Dictionary 386 meshes found
Loading Mesh Visuals
Loading Visual Scene Icosphere
Loading Visual Scene Icosphere_001
Loading Visual Scene Icosphere_002
Loading Visual Scene Icosphere_118
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Loading Controlled Visuals
Loading Lights File sponza.lights
Number of Lights 4
[ ERROR ] Loading World File: sponza Argomento specificato non compreso nell'intervallo.
Nome parametro: fovy
VS: common/render_Texture2D.vert SUCCESS
FS: common/render_Texture1D.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: common/render_Texture2D.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: common/render_Texture2DArray.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: common/render_Texture3D.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_TextureCube.vert SUCCESS
FS: common/render_TextureCube.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_TextureCube.vert SUCCESS
FS: common/render_TextureCubeArray.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: crosshair/crosshair_Render.vert SUCCESS
FS: crosshair/crosshair_Render.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: special/special_BlurGauss.frag SUCCESS
[ INFO ] Program Linking SUCCESS
CS: special/special_BlurGauss.comp SUCCESS
[ INFO ] Program Linking SUCCESS
CS: special/special_BlurMovingAverage.comp SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: special/special_BlurStreak.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (Special) SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: final/final_Scene.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (Final Scene) SUCCESS
VS: common/geometry.vert SUCCESS
TC: gBuffer/gBuffer_Geometry.tesc SUCCESS
TE: gBuffer/gBuffer_Geometry.tese SUCCESS
GS: gBuffer/gBuffer_Geometry.geom SUCCESS
FS: gBuffer/gBuffer_Geometry.frag SUCCESS
[ ERROR ] Program Linking FAILED
WARNING: Too many temp register is used in Tessellation control shader, it may cause slow execution.
VS: gBuffer/gBuffer_Stencil.vert SUCCESS
[ INFO ] Program Linking SUCCESS
VS: gBuffer/gBuffer_Stencil.vert SUCCESS
FS: gBuffer/gBuffer_Lighting_SPOT.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: gBuffer/gBuffer_Stencil.vert SUCCESS
FS: gBuffer/gBuffer_Lighting_POINT.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: gBuffer/gBuffer_Accumulation.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (gBuffer) SUCCESS
VS: vxgi/vxgi_Voxelize.vert SUCCESS
GS: vxgi/vxgi_Voxelize.geom SUCCESS
FS: vxgi/vxgi_Voxelize.frag FAILED
WARNING: 0:13: warning(#433) Unexpected qualifier
[ ERROR ] Program Linking FAILED
Shader in pipeline failed to compile :<
VS: vxgi/vxgi_Trace.vert SUCCESS
FS: vxgi/vxgi_ConeTrace.frag FAILED
WARNING: 0:12: warning(#433) Unexpected qualifier
[ ERROR ] Program Linking FAILED
Shader in pipeline failed to compile :<
VS: vxgi/vxgi_Trace.vert SUCCESS
FS: vxgi/vxgi_RayTrace.frag FAILED
WARNING: 0:12: warning(#433) Unexpected qualifier
[ ERROR ] Program Linking FAILED
Shader in pipeline failed to compile :<
CS: vxgi/vxgi_Injection.comp FAILED
WARNING: 0:64: warning(#433) Unexpected qualifier
[ ERROR ] Program Linking FAILED
Shader in pipeline failed to compile :<
CS: vxgi/vxgi_MipMap.comp SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (VXGI - Cone Trace) SUCCESS
VS: common/geometry.vert SUCCESS
GS: shadow/shadow_Spot.geom SUCCESS
FS: shadow/shadow_Spot.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/geometry.vert SUCCESS
GS: shadow/shadow_Point.geom SUCCESS
FS: shadow/shadow_Point.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/geometry.vert SUCCESS
GS: shadow/shadow_Directional.geom SUCCESS
FS: shadow/shadow_Directional.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (Shadow - Spot) SUCCESS
[ INFO ] FrameBuffer (Shadow - Point) SUCCESS
[ INFO ] FrameBuffer (Shadow - Directional) SUCCESS
VS: skybox/skybox_Render.vert SUCCESS
FS: skybox/skybox_Render.frag SUCCESS
[ INFO ] Program Linking SUCCESS
CS: hdr/hdr_Luminosity.comp SUCCESS
[ INFO ] Program Linking SUCCESS
CS: hdr/hdr_AutoExposure.comp SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: hdr/hdr_ScaleScene.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: lens/lens_Blend.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: lens/lens_BrightSpots.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: lens/lens_Flare.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (Lens) SUCCESS
CS: dof/dof_AutoFocus.comp SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: dof/dof_COC.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: dof/dof_COC_Fix.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: dof/dof_COC_Combine.frag SUCCESS
[ INFO ] Program Linking SUCCESS
CS: dof/dof_Bokeh_Reset.comp SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: dof/dof_Bokeh_Extract.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: dof/dof_Bokeh_Render.vert SUCCESS
GS: dof/dof_Bokeh_Render.geom SUCCESS
FS: dof/dof_Bokeh_Render.frag SUCCESS
[ INFO ] Program Linking SUCCESS
CS: dof/dof_DOF_Blur.comp SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: dof/dof_DOF_Blend.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (DOF - Half Resolution) SUCCESS
[ INFO ] FrameBuffer (DOF - Full Resolution) SUCCESS
CS: motion_blur/mb_Dilate.comp SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: motion_blur/mb_Blur.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (Motion Blur) SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: ats/precomputation/ats_Transmittance.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: ats/precomputation/ats_Irradiance1.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_Inscatter1.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: ats/precomputation/ats_CopyIrradiance.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_CopyInscatter1.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_InscatterS.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
FS: ats/precomputation/ats_IrradianceN.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_InscatterN.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: common/render_Texture2D.vert SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_CopyInscatterN.frag SUCCESS
[ INFO ] Program Linking SUCCESS
VS: ats/ats_Atmoshpere.vert SUCCESS
FS: ats/ats_Atmoshpere.frag SUCCESS
[ INFO ] Program Linking SUCCESS
[ INFO ] FrameBuffer (ATS Atmoshpere) SUCCESS
OpenGL Error: InvalidEnum
OpenGL Error: InvalidOperation
OpenGL Error: InvalidOperation
Exiting... BAYEEE
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.