Only one pointlight at a time possible
See original GitHub issueLinks to #1140 #1429, reposting because these issues don’t have the error posted and don’t get the attention they really need.
Description When using more than one pointlamp this error occurs: When using Deferred rendering:
Compiling shader 20 of 20 (World_World.vert.glsl).
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(152,20-84): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(5,14-30): error X4500: overlapping register semantics not yet implemented 's1'
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(7,14-30): error X4500: overlapping register semantics not yet implemented 's2'
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(9,14-30): error X4500: overlapping register semantics not yet implemented 's3'
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(4,19-26): error X4500: overlapping register semantics not yet implemented 't1'
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(6,19-26): error X4500: overlapping register semantics not yet implemented 't2'
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\deferred_light.frag.hlsl(8,19-26): error X4500: overlapping register semantics not yet implemented 't3'
Compiling shader 8 of 20 (deferred_light.frag.glsl) failed:
Shader compiler error.
(node:8276) UnhandledPromiseRejectionWarning: Shader compiler error.
(node:8276) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 2)
(node:8276) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
ERROR: Build failed, check console
When using Forward rendering:
Compiling shader 19 of 19 (World_World.vert.glsl).
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\armdefault_mesh.frag.hlsl(125,20-84): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\armdefault_mesh.frag.hlsl(8,19-30): error X4500: overlapping register semantics not yet implemented 't1'
Compiling shader 1 of 19 (armdefault_mesh.frag.glsl) failed:
Shader compiler error.
(node:12752) UnhandledPromiseRejectionWarning: Shader compiler error.
(node:12752) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 2)
(node:12752) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\Material_mesh.frag.hlsl(125,20-84): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
C:\Users\SK\Desktop\Armory\blends\test\build_test\debug\temp\Material_mesh.frag.hlsl(8,19-30): error X4500: overlapping register semantics not yet implemented 't1'
Compiling shader 8 of 19 (Material_mesh.frag.glsl) failed:
Shader compiler error.
ERROR: Build failed, check console
This makes it impossible to build bigger scenes in Armory.
To Reproduce Place more than one pointlamp
System Blender: 2.82/2.83 Armory: latest git OS: Win 10 Graphics card: Gtx 1060
Issue Analytics
- State:
- Created 3 years ago
- Reactions:3
- Comments:12 (4 by maintainers)
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Top GitHub Comments
When adding a second light to the scene, various errors occur with the
deferred_light.frag.hlsl
shader:When using
Sun
light source with other sources - no errors. In this case, errors occur even if the light sources are in different scenes of the same project.System Blender: 2.83.8 Armory: git, master (9e8117e) OS: Windows 10 64-bit Graphics card: NVIDIA GeForce 930M
Test File error_two_lights.zip
Then the problem is happening in Windows Krom export, as it occurs in Krom and Kromx (not tested in C). I will test other builds here and see what happens