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Is this a shader problem or a processing problem

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If I close the following sketch using the close mark:

Screen Shot 2015-10-08 at 5.06.07 PM

Then it doesn't go so well...

Screen Shot 2015-10-08 at 5.07.05 PM

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A fatal error has been detected by the Java Runtime Environment:

#

SIGSEGV (0xb) at pc=0x00007fff941ef4bd, pid=1563, tid=66307

#

JRE version: Java(TM) SE Runtime Environment (8.0_51-b16) (build 1.8.0_51-b16)

Java VM: Java HotSpot(TM) 64-Bit Server VM (25.51-b03 mixed mode bsd-amd64 compressed oops)

Problematic frame:

C [libGL.dylib+0x14bd] glDeleteTextures+0x12

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Failed to write core dump. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again

#

An error report file with more information is saved as:

/Users/doekewartena/hs_err_pid1563.log

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If you would like to submit a bug report, please visit:

http://bugreport.java.com/bugreport/crash.jsp

The crash happened outside the Java Virtual Machine in native code.

See problematic frame for where to report the bug.

# Could not run the sketch (Target VM failed to initialize). Make sure that you haven't set the maximum available memory too high. For more information, read revisions.txt and Help → Troubleshooting.

PShader psBlendLightest;

PGraphics pg;
PGraphics textureB;


void settings() {
  size(512, 512, P2D);
}

void setup() {

  pg = createGraphics(512, 512, P2D);  
  pg.beginDraw();
  pg.background(0);
  pg.fill(255);
  pg.quad(25, 25, 400, 40, 450, 500, 40, 300);
  pg.endDraw();

  textureB = createGraphics(512, 512, P2D); 
  textureB.beginDraw();
  textureB.background(0);
  textureB.fill(255);
  textureB.ellipse(256, 256, 400, 400);
  textureB.endDraw();

  psBlendLightest = new PShader(this, "blend_lightest.vert", "blend_lightest.frag");

}

void draw() {
  image(pg, 0, 0);  
  psBlendLightest.set("texMapB", textureB);
  filter(psBlendLightest);
}

shader vert

#version 410

uniform mat4 transform;

in vec4 vertex;
in vec4 color;
in vec4 texCoord;

out vec4 vertColor; 
out vec4 vertTexCoord;

void main() {
    gl_Position = transform * vertex;
    vertColor = color;
    vertTexCoord = texCoord;
}

shader frag

#version 410

uniform sampler2D texture;
uniform sampler2D texMapB;

in vec4 vertTexCoord;

out vec4 fragColor; 

void main() {
    fragColor = max(texture(texture, vertTexCoord.xy).rgba, texture(texMapB, vertTexCoord.xy).rgba);
}

Mac OS X.

Is this something wrong on my side or is this a processing bug?


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