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Kode Studio - Krom debug fails

See original GitHub issue

Though this file can be run with no problem via the viewport or standalone play options in Blender, when using Kode’s debug section the game will not run in either target.

kodeDebugErrors.zip

When attempting to run the Krom debug section from within Kode. I get the following output in the console. (After the Discovering targets via http://127.0.0.1:14812/json the game window appears for a split second then disappears.)

Using Kha from C:\Users\USERNAME\Progs\blender\Armory03\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (Material_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (Material_mesh.frag.glsl).
c:\dev\armory3d\testBug\build\temp\Material_mesh.frag.hlsl(45,72-83): error X3004: undeclared identifier 'gl_FragCoord'

Compiling shader 1 of 1 (Material_mesh.frag.glsl) failed:
Shader compiler error.
Compiling shader 1 of 1 (Material_mesh.vert.glsl).
Compiling shader 1 of 1 (Material_shadowmap.frag.glsl).
Compiling shader 1 of 1 (Material_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-video.frag.glsl).
Compiling shader 7 of 8 (painter-text.vert.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Discovering targets via http://127.0.0.1:14812/json
Invalid JSON from target: (Unexpected token 
 in JSON at position 149): {"method":"Log.entryAdded","params":{"entry":{"source":"javascript","level":"log","text":"Trace: TypeError: Cannot read property 'bytes' of undefined
    at $hxClasses.kha.graphics4.FragmentShader [as __class__] (krom.js:31000:53)
    at Function.kha_Shaders.init (krom.js:18488:35)
    at Function.kha_SystemImpl.init (krom.js:18906:14)
    at Function.kha_System.init (krom.js:18666:17)
    at Function.Main.start (krom.js:220:13)
    at Function.Main.main (krom.js:179:7)
    at krom.js:35111:6","timestamp":0}}}
Error handling message from target: Unexpected token 
 in JSON at position 149
Websocket closed
Terminated: websocket closed
Terminated: Got disconnect request

Hitting the green arrow with HTML5 debug, Kode reports

Build errors have been detected during preLaunchTask ‘Build for Debug HTML5’.

and the console gives the following output:

Using Kha from C:\Users\USERNAME\Progs\blender\Armory03\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (Material_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (Material_mesh.frag.glsl).
Compiling shader 1 of 1 (Material_mesh.vert.glsl).
Compiling shader 1 of 1 (Material_shadowmap.frag.glsl).
Compiling shader 1 of 1 (Material_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
C:\Users\USERNAME\Progs\blender\Armory03\armsdk\iron\Sources/iron/RenderPath.hx:698: characters 20-32 : kha.Image has no field texture_
C:\Users\USERNAME\Progs\blender\Armory03\armsdk\iron\Sources/iron/data/MaterialData.hx:133: characters 10-24 : kha.Image has no field texture_
C:\Users\USERNAME\Progs\blender\Armory03\armsdk\iron\Sources/iron/RenderPath.hx:205: characters 6-23 : kha.Image has no field texture_
C:\Users\USERNAME\Progs\blender\Armory03\armsdk\Kha\Sources/kha/input/Pen.hx:10: characters 9-26 : Class<kha.SystemImpl> has no field getPen

Done.

And Kode reports the following issues: kode studio_2018-04-27_08-38-40

Issue Analytics

  • State:closed
  • Created 5 years ago
  • Comments:5 (2 by maintainers)

github_iconTop GitHub Comments

2reactions
donalffonscommented, May 28, 2018

I think I may just have coincidentally stumbled across the solution for this. I just started watching this video (at 2:00 min) from Robert, the main developer of kha. He explains how to configure the settings “kha.khaPath” and “krom.kromPath”. I just pointed them to <yourpath>/Armory/armsdk/Kha and <yourpath>/Armory/armsdk/Krom and now everything works fine.

Does this also work for you?

0reactions
luboslencocommented, Aug 6, 2018
Read more comments on GitHub >

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