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    • Christoph HartC
      Christoph Hart
      last edited by

      Maybe a GPU problem?

      Yes that is most likely - I've tested it on NVIDIA GPUs and Intel HD graphics on Windows and macOS but I don't have any ATI GPU to test. I'm a bit surprised how flaky the GPU support for different GLSL features is given that it's such a common standard.

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      • ?
        A Former User @Christoph Hart
        last edited by

        @Christoph-Hart I forgot that I ran those 2 openGL demos from JUCE a couple of weeks ago. They both work fine on my system... πŸ€” I get the feeling that it is something really small and stupid that I am missing... (when is it not??πŸ™ˆ...)

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        • Christoph HartC
          Christoph Hart
          last edited by

          If you add some empty lines in your main method, does the line number at the syntax error message change?

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          • ?
            A Former User @Christoph Hart
            last edited by A Former User

            @Christoph-Hart The error I get for @Dominik-Mayer's example is this one: Screenshot 2021-06-07 at 16.52.34.png
            No specific lines are mentioned. One error per compile...

            And the following line 11 error is for Console.print(shader.getOpenGLStatistics());
            The line number changes when adding empty lines.

            Screenshot 2021-06-07 at 16.51.45.png

            EDIT: Just to be sure. Are there any specific flags, checkboxes that I need to set in Projucer that I might have forgotten?

            EDIT 2:

            Screenshot 2021-06-07 at 17.15.23.png

            I haven't seen this one before...

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            • Christoph HartC
              Christoph Hart
              last edited by

              No, I was refering to the

              ERROR 0:16'}': syntax error: syntax error
              

              message. You can ignore any message that starts with Line XX, Column YY - these are HiseScript errors which you don't need to bother about for this issue. The OpenGL errors start with ERROR:

              Try to reproduce the one above, then add a few lines in the main function and check whether the line number increases (so that it points to an error at the end of the file vs. at the beginning (where I had to add some boilerplate code).

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              • ?
                A Former User @Christoph Hart
                last edited by

                @Christoph-Hart I got the error... then added a few lines... got the same error... added a few more lines... same error... So it stayed the same, 3 times...

                Though if you asked my how I reproduced them systematically... Couldn't say... there's (at least) no apparent system to it... clicking... compiling... changing windows selection seems to have an influence. (Canvas: Interface back to Script Editor... selecting panel... compiling with shift-f5 from the shader code window...) It's a nasty business.

                So here's that nasty bugger once more:
                Screenshot 2021-06-07 at 17.47.27.png

                Dominik MayerD 1 Reply Last reply Reply Quote 0
                • Dominik MayerD
                  Dominik Mayer @A Former User
                  last edited by

                  @UrsBollhalder

                  Just a random guess:
                  Did you make sure to get rid of the ""s around "shader"?. It should look like this:

                  g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                  

                  Found this in your earlier snippet, but hope you've gotten rid of it by now..

                  All bests,
                  Dominik

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                  • ?
                    A Former User @Dominik Mayer
                    last edited by

                    @Dominik-Mayer I think I got rid of it, yes! But I’ll double check when I get back! πŸ™

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                    • BrianB
                      Brian
                      last edited by

                      I wonder if we could use a tool like this to come up with visuals?

                      Its very similar to Touch Designer and could help us peeps that are less code savvy

                      Link Preview Image
                      Nodes – a new way to create with code | https://nodes.io

                      Nodes is a new way to create with code.

                      favicon

                      (nodes.io)

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                      • ?
                        A Former User @Brian
                        last edited by A Former User

                        @briandoliveira said in I'll just leave this here...:

                        I wonder if we could use a tool like this to come up with visuals?

                        Its very similar to Touch Designer and could help us peeps that are less code savvy

                        Link Preview Image
                        Nodes – a new way to create with code | https://nodes.io

                        Nodes is a new way to create with code.

                        favicon

                        (nodes.io)

                        Nodes looks really interesting as well!! I have to take a closer look later.

                        Shader Code is quite special imho. It’s not immediately accessible I find. But the possibilities with OpenGL to create graphics that you can influence with a mouse or otherwise in real-time and hook it up to your instrument and its functionalities are quite astonishing. At least if you’re into that kind of thing. It’s like a multiverse filmstrip! 🀯πŸ₯³πŸ€―

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                        • ?
                          A Former User @Christoph Hart
                          last edited by

                          @Christoph-Hart said in I'll just leave this here...:

                          No, I was refering to the

                          ERROR 0:16'}': syntax error: syntax error
                          

                          message. You can ignore any message that starts with Line XX, Column YY - these are HiseScript errors which you don't need to bother about for this issue. The OpenGL errors start with ERROR:

                          Try to reproduce the one above, then add a few lines in the main function and check whether the line number increases (so that it points to an error at the end of the file vs. at the beginning (where I had to add some boilerplate code).

                          So this is today's macOS - HISE - OpenGL error:
                          Adding lines doesn't change anything. It'll come up fairly regularly... Maybe it helps...

                          Screenshot 2021-06-17 at 10.39.50.png

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                          • Christoph HartC
                            Christoph Hart
                            last edited by

                            But the line number is different. Can you check the file in another text editor to check whether there is a duplicate } at the end of your shader file? I remember there was an issue with the new code editor that somehow hides the last character...

                            ? 4 Replies Last reply Reply Quote 0
                            • ?
                              A Former User @Christoph Hart
                              last edited by

                              @Christoph-Hart said in I'll just leave this here...:

                              But the line number is different. Can you check the file in another text editor to check whether there is a duplicate } at the end of your shader file? I remember there was an issue with the new code editor that somehow hides the last character...

                              Well. That } was on me and my own stupidity! 😬 Didn't even have to open another text editor... Sorry...

                              But I could swear that unknown error is Catalina related... If I were on Mojave, it'd probably be working! Damn... This is bugging me...

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                              • ?
                                A Former User @Christoph Hart
                                last edited by A Former User

                                @Christoph-Hart I finally got it working on my MacBook Air 2014... Re-installed everything... Went back to Catalina and compiled HISE etc. Also openGL seems to be working. But I do get this a lot:
                                Interface:! ERROR: No definition of main in fragment shader

                                Also with the "simpler" examples on shadertoy.

                                Am I missing something?

                                @Dominik-Mayer's snippet works just fine now!
                                My 2019 MacPro beast machine still does throw me the Interface:! Unknown Error

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                                • ?
                                  A Former User @Christoph Hart
                                  last edited by A Former User

                                  @Christoph-Hart Hey Christoph. I've been noticing some changes on the HISE / shader code - front...

                                  I manage to get it to show the shaders occasionally. I still get an unknown error (both on my MacBook Air 2014 and my MacPro 2019). So, one out of 10 times I hit compile, it acutally shows me the shaders... but very inconsistently...

                                  Really excited about this!

                                  (dev branch, latest commit, 1f682f5)

                                  Screenshot 2021-08-25 at 11.12.28.png

                                  This one I found while trying some shadertoy examples:

                                  Screenshot 2021-08-25 at 11.32.10.png

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                                  • ?
                                    A Former User @Christoph Hart
                                    last edited by

                                    @Christoph-Hart πŸ˜πŸ‘πŸ’ͺπŸ™πŸ™πŸ™

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                                    • ?
                                      A Former User
                                      last edited by

                                      Is it possible to have multiple shader-panels in one interface?

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                                      • Christoph HartC
                                        Christoph Hart
                                        last edited by

                                        Yes, you can even have multiple shaders per panel.

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                                        • ?
                                          A Former User @Christoph Hart
                                          last edited by

                                          @Christoph-Hart

                                          Content.makeFrontInterface(600, 500);
                                          
                                          const var Panel1 = Content.getComponent("Panel1");
                                          const var Panel2 = Content.getComponent("Panel2");
                                          
                                          
                                          const var shader = Content.createShader("shader");
                                          shader.setFragmentShader("shader.glsl");
                                          
                                          const var shader2 = Content.createShader("shader2");
                                          shader2.setFragmentShader("shader2.glsl");
                                          
                                          Panel1.setPaintRoutine(function(g)
                                          {
                                          	g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                                          });
                                          
                                          Panel2.setPaintRoutine(function(g)
                                          {
                                          	 g.applyShader(shader2, [0, 0, this.getWidth(), this.getHeight()]);
                                          });
                                          

                                          Something along those lines?

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                                          • Christoph HartC
                                            Christoph Hart
                                            last edited by

                                            Yes, but you don't need the setFragmentShader calls, if you create a shader it automatically compiles it (the call is only required if you want to change the code dynamically).

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