Comments (14)
Same here its related to my filter that looks like this
this.fragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main() {',
'vec4 sum = vec4(0);',
'vec2 texcoord = vTextureCoord;',
'for(int xx = -4; xx <= 4; xx++) {',
'for(int yy = -3; yy <= 3; yy++) {',
'float dist = sqrt(float(xx*xx) + float(yy*yy));',
'float factor = 0.0;',
'if (dist == 0.0) {',
'factor = 2.0;',
'} else {',
'factor = 2.0/abs(float(dist));',
'}',
'sum += texture2D(uSampler, texcoord + vec2(xx, yy) * 0.002) * factor;',
'}',
'}',
'gl_FragColor = sum * 0.025 + texture2D(uSampler, texcoord);',
'}'
];
any ideas?
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I have the same error trying to copy sprite or group more than once using the following method:
- create new Phaser.RenderTexture
- texture.renderXY(someSprite, 0, 0)
- create new image with the given texture
- create another sprite with same texture or another created from same sprites
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i'm having this problem - not sure what to do as i use custom textures extensively.
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@samme There are a few code examples in this issue. What else do you reckon I must provide?
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Hi @noseglid, these are helpful but we could use a single runnable example (test case). http://codepen.io/pen?template=vyKJvw
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I've pinpointed it to when I apply a filter to two different sprites using the same texture.
http://codepen.io/samme/pen/jBjzGj
When I use the Gray filter on one sprite, the others are distorted, and if I use the filter on two, all but the first are hidden. I don't get a GL_INVALID_OPERATION warning (or any other), though.
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- create new Phaser.RenderTexture
- texture.renderXY(someSprite, 0, 0)
- create new image with the given texture
- create another sprite with same texture or another created from same sprites
@arovenski I can successfully make 2 sprites from the same RenderTexture: http://codepen.io/samme/pen/oZrrQo?editors=0010
I'm not sure I'm doing the same as your step 4 though. Do you have an example?
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Making new issues for these since it's not clear they are the same problem.
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Here's a working code example: http://codepen.io/anon/pen/qmdzqJ
(Note that you may need to reload the example after opening dev tools since webgl stops printing after 256 reported errors/warning)
The issue appears for me when I add filters, to two separate sprites, using the same base texture.
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Thanks. For me the sprites blink red and green and I don't see any console warnings/errors. What happens in yours?
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This. (Chrome 57.0.2987.133 (64-bit))
Did you reload after you opened devtools?
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Got it now. Firefox says
Error: WebGL: texImage2D: Conversion requires pixel reformatting. phaser.js:17473:5
Error: WebGL: drawElements: Feedback loop detected between tex target 0x0de1, tex unit 0, levels 0-0; and framebuffer attachment 0x8ce0, level 0. phaser.js:18892:5 [WebGLSpriteBatch.js#L709]
Is it rendering correctly or no?
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Just tested your fix on my project with latest master from github and it works like charm! Thank you so much for fixing this and all effort you put into phaser-ce
!
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Thanks @Xan0C
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