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Re : GLSL shader help

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I used your code, but still ran into an error. This time it produced the error shown below. Just to help with the solving of this problem I am using a MacBook Pro early 2011 with an AMD Radeon HD 6750M graphics card. 

Exception in thread "Animation Thread" java.lang.RuntimeException: Waited 5000ms for: <ae3da8, 15200be>[count 2, qsz 0, owner <AWT-EventQueue-0>] - <Animation Thread>
at jogamp.common.util.locks.RecursiveLockImpl01Unfairish.lock(RecursiveLockImpl01Unfairish.java:197)
at com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:541)
at processing.opengl.PGL.requestDraw(PGL.java:1197)
at processing.opengl.PGraphicsOpenGL.requestDraw(PGraphicsOpenGL.java:1550)
at processing.core.PApplet.run(PApplet.java:2140)
at java.lang.Thread.run(Thread.java:680)
Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: array offset argument "infoLog_offset" (0) equals or exceeds array length (0)
at jogamp.opengl.gl4.GL4bcImpl.glGetProgramInfoLog(GL4bcImpl.java:10117)
at processing.opengl.PGL.getProgramInfoLog(PGL.java:1849)
at processing.opengl.PShader.init(PShader.java:754)
at processing.opengl.PShader.getUniformLoc(PShader.java:405)
at processing.opengl.PShader.setUniformImpl(PShader.java:563)
at processing.opengl.PShader.set(PShader.java:276)
at Shader_test_Audio.setup(Shader_test_Audio.java:35)
at processing.core.PApplet.handleDraw(PApplet.java:2241)
at processing.opengl.PGL$PGLListener.display(PGL.java:3240)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:573)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:558)
at jogamp.opengl.GLAutoDrawableBase$2.run(GLAutoDrawableBase.java:286)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1021)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:896)
at com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:545)
at jogamp.opengl.GLAutoDrawableBase.defaultWindowRepaintOp(GLAutoDrawableBase.java:106)
at com.jogamp.newt.opengl.GLWindow.access$000(GLWindow.java:94)
at com.jogamp.newt.opengl.GLWindow$1.windowRepaint(GLWindow.java:107)
at jogamp.newt.WindowImpl.consumeWindowEvent(WindowImpl.java:2433)
at jogamp.newt.WindowImpl.consumeEvent(WindowImpl.java:1946)
at jogamp.newt.WindowImpl.doEvent(WindowImpl.java:1894)
at jogamp.newt.WindowImpl.windowRepaint(WindowImpl.java:2626)
at jogamp.newt.WindowImpl.windowRepaint(WindowImpl.java:2610)
at com.jogamp.newt.opengl.GLWindow.windowRepaint(GLWindow.java:591)
at com.jogamp.newt.awt.NewtCanvasAWT.paint(NewtCanvasAWT.java:521)
at sun.awt.RepaintArea.paintComponent(RepaintArea.java:276)
at sun.awt.RepaintArea.paint(RepaintArea.java:241)
at apple.awt.ComponentModel.handleEvent(ComponentModel.java:263)
at java.awt.Component.dispatchEventImpl(Component.java:4820)
at java.awt.Component.dispatchEvent(Component.java:4572)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:710)
at java.awt.EventQueue.access$400(EventQueue.java:82)
at java.awt.EventQueue$2.run(EventQueue.java:669)
at java.awt.EventQueue$2.run(EventQueue.java:667)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:87)
at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:98)
at java.awt.EventQueue$3.run(EventQueue.java:683)
at java.awt.EventQueue$3.run(EventQueue.java:681)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:87)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:680)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)


Did you mean to remove the call to shader() from within the draw() method as when I reinsert the call to shader() in the draw method i either receive the same old runtime error with no real description of what has caused it (see below),  or it crashes completely giving me the Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: array offset argument "infoLog_offset" (0) equals or exceeds array length (0) (as shown above).

Exception in thread "Animation Thread" java.lang.RuntimeException
at processing.opengl.PGL.requestDraw(PGL.java:1205)
at processing.opengl.PGraphicsOpenGL.requestDraw(PGraphicsOpenGL.java:1550)
at processing.core.PApplet.run(PApplet.java:2140)
at java.lang.Thread.run(Thread.java:680)

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