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GLES2 error: initialize: Directional shadow framebuffer status invalid on macOS #26570
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i can confirm that happened on ubuntu 18.04 too sometimes |
Can you run Godot from a temrinal and see if any errors/backtraces are displayed when this happens? |
Probably, if so should be fixed in the master branch / beta 11 / RC 1. |
Assuming duplicate of #24669 and thus fixed. Please comment if you still reproduce it in the next build, and I'll reopen it. |
@akien-mga it's still happening on rc2. Seems to happen more often now, it happens every time I go from GLES3 to GLES2 or vice versa. Here's the log when running Godot from cli (switching from GLES3 to GLES2 on dodge the creeps):
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Do you get the same error when running a GLES2 project directly? |
And does it run if you remove |
And finally, could you run Godot with the Should be something like |
I do get Edit: same GLES2 error is present in beta 1 and onwards. @robgraeber Check |
Does that mean that 3.1 alpha 5 worked, or you just tested down to beta 1? |
I just tested all betas. And I do not find anything not working with any, it's just printing this error on the start. It's probably completely irrelevant to this issue or #26912. |
I am still seeing this error in 3.1-stable using GLES2, although I do see shadows at runtime: E 0:00:00:0050 Directional shadow framebuffer status invalid Godot 3.1-stable |
For the freezing issue on mac, I don't see any logs in the Console/User Reports and verbose mode didn't have any new information. It happens on rc3 too. Not sure if it's related, but when I close the editor in general I get this error:
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I haven't experienced any freezing, and didn't notice that error. I will try again soon and see if I am getting that as well... |
Running my project from Terminal: ERROR: initialize: Directional shadow framebuffer status invalid I didn't see any other errors, or any freezing. |
I built from the 3.1-stable tag with target=debug After running my project: OpenGL ES 2.0 Renderer: AMD Radeon Pro 560 OpenGL Engine Still no freezing though. I would like to add this bit of information: OpenGL ES 2.0 Renderer: AMD Radeon Pro 560 OpenGL Engine On exiting the app (still without running my project): |
some problem - Windows 10, Radeon 4500m, Godot 3.any version, OpenGL ES 2/3 - no 3d shadows ERROR: initialize: Condition ' status != 0x8CD5 ' is true. Continuing..: or ERROR: initialize: Directional shadow framebuffer status invalid |
Message originally posted in #19896, but I think it is better here: Hello, I also have a HD graphics 3000, on windows 7, OpenGL 3.1.
It does not work in rc3 either, and in rc1 I only have the GLAD error at the beginning and I cannot even try to launch the project. |
I can reproduce this on a MBP Mac OSX High Sierra (Intel Iris Graphics 6100), when I switch between GLES2 and 3. In GLES3 the shadows show. It might be worth noting that |
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Same problem here on macOS 10.13.6 (MacBookPro Retina, mid-2012, NVIDIA GeForce GT 650M, Intel HD Graphics 4000). Happens even in an empty scene with just Node2D or Control at the top level, in a freshly created project. I've tried playing around with some related-looking project settings to no avail. |
Here's an example project: https://github.com/clayheaton/JJCopyExportBug (If this is a different bug or should be referenced elsewhere, please let me know.) Is it possible this affects the GLES2 export to HTML5? I have a project that exports flawlessly to HTML5 from GLES3 and runs fine in the editor or as an exported app when in GLES2, but doesn't work properly when exported to HTML5 when GLES2 is active. (Actually, I get the WebGL Context lost issue when I try to resize with the GLES3 export in Chrome. Maybe related to #16050? It won't allow me to load the game in the browser if I have the JavaScript console open but works fine when that's not open.) Here's a screenshot of the errors in Chrome when I do an HTML5 export from GLES2: This is what it is supposed to look like and this screen is from an HTML5 export from GLES3, running in Chrome. |
Yeah, there are definitely some issues in the GLES2 setup on platforms with more restrictive implementations (macOS, iOS, WebGL and some older Intel IGPs on Windows). There were lots of changes prior to the 3.1 release around this code to fix similar issues, but it looks like there is still work to do to make the GLES2 setup fully compliant with the lowest end. |
For what it's worth, I tried exporting from GLES2 on Windows (on a Macbook Pro) and encountered the same failure described above. |
Godot version: 3.1 beta 10
OS/device including version: OS X 10.12 AMD Radeon Pro 455
Issue description: Hey I noticed when restarting the editor sometimes the old editor doesn't fully close and instead hangs forever. I noticed it more yesterday when I was trying out the GLES2 VS GLES3 settings, but can't reproduce it 100%. Are there logs files somewhere?
Steps to reproduce: Hard to reproduce, happens sporadically when doing "Quit to project list" or switching the video driver.
Minimal reproduction project: In this case I was testing with Dodge the Creeps.
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