8Observer8 Posted June 1, 2017 Share Posted June 1, 2017 Hello, I cannot find an answer by google. Maybe do you know how to solve this problem or what does it mean this message in the console: Quote [.Offscreen-For-WebGL-0000015A35785010]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same. Live Demo /// <reference path="../babylon.d.ts" /> namespace MATERIALS { export class Basics { /* * Public members */ /* * Private members */ private _canvas: HTMLCanvasElement; private _engine: BABYLON.Engine; private _scene: BABYLON.Scene; private _camera: BABYLON.ArcRotateCamera; private _light: BABYLON.PointLight; constructor(canvas: HTMLCanvasElement) { // Engine this._engine = new BABYLON.Engine(canvas); // Scene this._scene = new BABYLON.Scene(this._engine); this._scene.fogEnabled = true; // Fog is enabled in the scene this._scene.fogMode = BABYLON.Scene.FOGMODE_EXP; // Linear fog this._scene.fogColor = new BABYLON.Color3(1, 1, 1); // White this._scene.fogDensity = 0.005; // Camera this._camera = new BABYLON.ArcRotateCamera("camera", 0, 0, 150, BABYLON.Vector3.Zero(), this._scene); this._camera.attachControl(canvas); // Light this._light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(-60, 60, 80), this._scene); this._light.intensity = 1; } /** * Runs the engine render loop */ public runRenderLoop(): void { this._engine.runRenderLoop(() => { this._scene.render(); }); } /** * Creates a scene with a plane and 6 spheres */ public createScene(): void { /** * Meshes */ // Plane var plane = this._createPlane(); // Spheres var spheres = this._createSpheres(); // Skybox var skybox = this._createSkybox(); /** * Mirror texture */ // Mirror texture var mirrorTexture = new BABYLON.MirrorTexture("mirrorTexture", 1024, this._scene); mirrorTexture.mirrorPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, -5, 0), new BABYLON.Vector3(0, -1, 0)); // Set meshes and remove plane + skybox for (var i = 0; i < spheres.length; i++) { mirrorTexture.renderList.push(spheres[i]); } // Apply mirror texture (<BABYLON.StandardMaterial>plane.material).reflectionTexture = mirrorTexture; } /** * Creates a plane with a normal map texture */ private _createPlane(): BABYLON.Mesh { var material = new BABYLON.StandardMaterial("planeMaterial", this._scene); material.diffuseTexture = this._configureTexture(new BABYLON.Texture("floor_diffuse.PNG", this._scene)); material.bumpTexture = this._configureTexture(new BABYLON.Texture("floor_bump.PNG", this._scene)); material.fogEnabled = false; var plane = BABYLON.Mesh.CreatePlane("plane", 150, this._scene); plane.material = material; plane.position.y -= 5; plane.rotation.x = Math.PI / 2; return plane; } /** * Creates 7 spheres with different materials */ private _createSpheres(): BABYLON.Mesh[] { var spheres: BABYLON.Mesh[] = []; var initialX = 70; for (var i = 0; i < 7; i++) { var sphere = BABYLON.Mesh.CreateSphere("sphere" + i, 10, 9, this._scene); sphere.position.x = (initialX -= 15); sphere.material = new BABYLON.StandardMaterial("sphereMaterial" + i, this._scene); (<BABYLON.StandardMaterial>sphere.material).fogEnabled = true; spheres.push(sphere); } // Material 1 (diffuse color) var material1 = <BABYLON.StandardMaterial>spheres[0].material; material1.diffuseColor = new BABYLON.Color3(1, 0, 0); // Material 2 (Texture with alpha) var material2 = <BABYLON.StandardMaterial>spheres[1].material; material2.diffuseTexture = new BABYLON.Texture("cloud.png", this._scene); material2.diffuseTexture.hasAlpha = true; // Material 3 (Alpha) var material3 = <BABYLON.StandardMaterial>spheres[2].material; material3.specularColor = new BABYLON.Color3(0, 1, 0); material3.specularPower = 10; material3.useSpecularOverAlpha = true; material3.alpha = 0.5; // Mateiral 4 (back face culling) var material4 = <BABYLON.StandardMaterial>spheres[3].material; material4.diffuseTexture = material2.diffuseTexture; material4.backFaceCulling = false; // Material 5 (textures repeat) var material5 = <BABYLON.StandardMaterial>spheres[4].material; material5.diffuseTexture = this._configureTexture(new BABYLON.Texture("cloud.png", this._scene)); material5.diffuseTexture.hasAlpha = true; // Material 6 (texture) var material6 = <BABYLON.StandardMaterial>spheres[5].material; material6.diffuseTexture = new BABYLON.Texture("floor_ao.PNG", this._scene); // Material 7 (share the same material as the plane) spheres[6].material = this._scene.getMeshByName("plane").material; return spheres; } private _createSkybox(): BABYLON.Mesh { var material = new BABYLON.StandardMaterial("skyboxMaterial", this._scene); material.reflectionTexture = new BABYLON.CubeTexture("skybox/TropicalSunnyDay", this._scene); material.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; material.backFaceCulling = false; material.fogEnabled = false; var skybox = BABYLON.Mesh.CreateBox("skybox", 300, this._scene); skybox.material = material; return skybox; } /* * Configures a given texture * Changes the uv scaling */ private _configureTexture(texture: BABYLON.Texture): BABYLON.Texture { texture.vScale = texture.uScale = 5; return texture; } } window.onload = () => { let canvas = <HTMLCanvasElement>document.getElementById("renderCanvas"); let materials = new Basics(canvas); materials.createScene(); materials.runRenderLoop(); } } Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 1, 2017 Share Posted June 1, 2017 Can you copy paste it to the PG? THe obvious thing would be that the mirror.renderlist contains a mesh with a material referencing the mirror 8Observer8 1 Quote Link to comment Share on other sites More sharing options...
8Observer8 Posted June 1, 2017 Author Share Posted June 1, 2017 Oh! PG is PlayGround. Ok, I will. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
8Observer8 Posted June 2, 2017 Author Share Posted June 2, 2017 Can I use TS in PG? Quote Link to comment Share on other sites More sharing options...
8Observer8 Posted June 2, 2017 Author Share Posted June 2, 2017 I made a simple example with a reflection: https://www.babylonjs-playground.com/#34ZQVG#1 Why I don't see my problem on PG in the console? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 2, 2017 Share Posted June 2, 2017 Ok this one works we need a repro of the issue You should reproduce the same behavior from your original code into the PG 8Observer8 1 Quote Link to comment Share on other sites More sharing options...
8Observer8 Posted June 3, 2017 Author Share Posted June 3, 2017 I reproduced the same behaviour: https://www.babylonjs-playground.com/#XRZZ8H This error happened when I added this line: sphere2.material = scene.getMeshByName("plane").material; Quote Link to comment Share on other sites More sharing options...
Gijs Posted June 3, 2017 Share Posted June 3, 2017 12 minutes ago, 8Observer8 said: I reproduced the same behaviour: https://www.babylonjs-playground.com/#XRZZ8H This error happened when I added this line: sphere2.material = scene.getMeshByName("plane").material; I think it's because the sphere is in its own reflection texture 8Observer8 and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
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