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  • Mar 01 23:42
    sumibi-yakitori commented #245
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Joe Clay
@17cupsofcoffee
@Skytrias Hm, that's annoying D: The most obvious culprit would be the changes I made to the shaders (some other people were getting black screens so I downgraded the syntax)
Here's the commit refs for before and after I changed them - could you try running an example on both versions?
Before: 522312b5908372d0971b0dde41f4b60fe3f8864b
After: db8bf0c3f3d79443319d989677acee307682dae6
Michael Kutowski
@Skytrias
sure
Michael Kutowski
@Skytrias
so the first commit ref works,
the other one doesnt
Joe Clay
@17cupsofcoffee
aha
I guess I need to figure out what's screwy with my shaders then
Michael Kutowski
@Skytrias
haha funny how this got through to the release
Joe Clay
@17cupsofcoffee
it's like playing whack-a-mole - there's another guy who's been playing around with the engine, and he was getting a black screen before I made that change :p
Joe Clay
@17cupsofcoffee
@Skytrias Okay, I've hacked together a first draft of shader error reporting - if you pull the branch called shader_validation, hopefully you'll get something more helpful than a black screen! Let me know if anything interesting pops out in the logs
Joe Clay
@17cupsofcoffee
In fact I just merged it into master, seems like a good thing to have in general
Michael Kutowski
@Skytrias
hmm still getting a black screen, ill download the new master and run the examples again
its worth noting that i have (i believe) a shitty graphics card
OpenGL Device: AMD Radeon HD 5700 Series
OpenGL Driver: 4.5.13417 Compatibility Profile Context 15.301.1901.0
OpenGL Vendor: ATI Technologies Inc.
Swap Interval: Immediate
but i mean everything worked in tetra 1.6 so hmm
Michael Kutowski
@Skytrias
texture example also doesnt run
Joe Clay
@17cupsofcoffee
How frustrating :(
Do you get any error output on master? If the shaders fail to compile now it should just quit automatically and log out the reason
Michael Kutowski
@Skytrias
no errors
Joe Clay
@17cupsofcoffee
🤔 dang
Joe Clay
@17cupsofcoffee
Try the shader_150 branch - I'm wondering if I downgraded the shaders too far
Michael Kutowski
@Skytrias
still not working
Joe Clay
@17cupsofcoffee
Aaagghh
Michael Kutowski
@Skytrias
guess it works on your side right
Joe Clay
@17cupsofcoffee
Yeah, like I say, both the old and new shaders have always worked fine for me
But someone else was getting a black screen with the ones that do work for you
And downgrading to shader level 130 fixed it for them without breaking it for me, so I was like
cool, must be fine
Michael Kutowski
@Skytrias
still broken
we can write on discord there i atleast get the notifications
Joe Clay
@17cupsofcoffee
:thumbsup:
legendiguess 🍉
@legendiguess_twitter
Sup @17cupsofcoffee. Want to say about some typos in Tetra tutorials, cause if even it just simple mistakes - it can be painfull for newbies who want to start learning Rust from making some games on Tetra. So:
https://tetra.seventeencups.net/tutorial/getting-started.html
Here need to add Color to use tetra::graphics::{self, Text, Font, Vec2}; because of graphics::clear(ctx, Color::rgb(0.392, 0.584, 0.929)); line.
And here https://tetra.seventeencups.net/tutorial/loading-a-texture.html
need to fix from text: Texture::new(ctx, "./player.png")?, to texture: Texture::new(ctx, "./player.png")?, in GameState new function.
Also want to say thanks for good and simple game framework for Rust by you.
Joe Clay
@17cupsofcoffee
@legendiguess_twitter good spot! I'll fix those today and give the tutorial another proofreading, thanks for letting me know :)
Joe Clay
@17cupsofcoffee
@legendiguess_twitter fixed - should be live on the website as soon as the CI build finishes doing it's thing!
I definitely need to get things set up so the tutorial examples run as tests on Travis, would save people having to spot my typos for me :sweat_smile: