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AppGameKit Classic Chat / AGK Version 2 Alpha 1

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Auger
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Posted: 21st Dec 2013 08:53
Getting this error when I try to run any program.


Error in vertex shader Vertex shader was successfully compiled to run on hardware.
at line 0




Win 8 Ati Radeon 3850 HD card


The Zoq2
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Posted: 21st Dec 2013 10:28
Quote: "Ah, the VS2010 lib is missing the new files so it won't work in this version, sorry. VS2008 should work though."


I guess I should convert my project to 2008 for now then

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
DARKHALO2K
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Posted: 21st Dec 2013 10:51
Thanks again for the hard work going in to AGK. I'm using it to write an FPS for the OUYA, and am hoping to prototype a splitscreen mode using the RenderToImage command.

I'd recommend AppGameKit to anyone. Fantastic development suite.
Pumpkin Software
AGK Developer
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Posted: 21st Dec 2013 11:15 Edited at: 21st Dec 2013 19:05
Getting the same error message as JDforce and Auger when running even my old projects, other agk versions run fine.

Error in vertex shader Vertex shader was successfully compiled to run on hardware.at line 0

Spec:

WinXP, ATI Radeon 9550 / X1050 Series

3.05 gigahertz Intel Pentium 4
MrValentine
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Playing: FFVII
Posted: 21st Dec 2013 15:36
Why is everybody mentioning DX9.0c? AppGameKit uses OpenGL... check your GPU Drivers support for all OpenGL from 2.0+ I believe

Jammy
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Posted: 21st Dec 2013 15:45
Hi, Thanks for the X-Mas Present,

Last night I was getting the same sort of error as Timshark (no transparency) with Spine, even with Un-ticking Premultiply alpha and many other setting combinations.

Today it is all working great, With default settings and others, Though It is having problems if you have "regions, rotation" ticked. I don't know how it works now, All I can think of is Spine had an update, which messed things up, then fixed it (It updates Automatically).

Anyway looking good. The Tweening is great and makes my dodgy animations smooth. Looking forward to further developments.

bjadams
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Posted: 21st Dec 2013 16:02
no luck for me as I use T2 so I need the VS2010 libs before I can try it out
Timshark
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Posted: 21st Dec 2013 22:07 Edited at: 21st Dec 2013 22:12
@Jammy

I still have problems with the latest export from spine updated to 1.7.01. No transparency, eyes on spineboy not showing....
I put the export settings back to default and then Ticked off "rotation" and "premultiply alpha"...


What export setting have you used?

EDIT: There is also another problem. Even If the application has been built. The Agk IDE tells me the project has NOT been built when I press the play button...even if I havent done any changes

I never want what I know.
peterJBE
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Posted: 21st Dec 2013 23:54
@Jamny
@timshark
I have the same problem. No transparency exporting from Spine 1.7.01.
I made my own quick animation.
Changing settings does not solve the problem.
bstebbs
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Posted: 22nd Dec 2013 06:56
None of my programs work in v2.0 Alpha. I compile them and when I run them, I get an error message below. Whether I try to compile the Example files that came with v2.0 or I compile a working app that I built on v108, I get a message:

"Error in vertex shader Vertex shader was successfully compiled to run on hardware.
at line 0"

If I compile my apps in v108 they work fine. Anyone know why I am getting this error message?

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JimHawkins
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Posted: 22nd Dec 2013 09:57
@MrValentine

Quote: "Why is everybody mentioning DX9.0c? AppGameKit uses OpenGL... check your GPU Drivers support for all OpenGL from 2.0+ I believe"


I believe some OGL drivers on PC use DirectX as the low-level hardware interface.

-- Jim - When is there going to be a release?
peterJBE
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Posted: 22nd Dec 2013 10:23
Some further experiments with spine export, AppGameKit and Paul`s example files.
1) when I use the original spineboy.json and start the spine.exe(Paul`s exemple) directly from windows(not from the ide) I have the transparency problem. Running the program from AppGameKit ide is OK.
2)I made my own spineboy export from spine. Run the program from the ide. I have the transparency problem. Then I put back the original files(Paul files) one by one.
- test.png problem remains.
- test.atlas problem remains
- spineboy.json problem dissapears (when run from the ide).
So the trouble is with the json file.
Timshark
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Posted: 22nd Dec 2013 11:30
@peterJBE

Nice. Getting closer now.

1)I have the same behavior. Also - if I first only build the spine-example and then run it - agk tells me it is not built.

2) This sure helps to locate the problem. On Esoteric Sofware's blog they write about the latest build of spine with meshes that: "currently the only runtime that can render meshes is spine-libgdx" - I guess they must have made something to the json export in the latest build...

I never want what I know.
peterJBE
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Posted: 22nd Dec 2013 12:27
@Timshark

Quote: "
if I first only build the spine-example and then run it - agk tells me it is not built. "


I have this too. If you allow to rebuild then the program runs.
Ched80
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Posted: 22nd Dec 2013 16:01
I'm also getting the "vertex shader" error and exe crashing when the game is ran.

I'm running Win7 with Radeon 6290 integrated graphics.

The Daddy
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Posted: 22nd Dec 2013 20:11
Okay I have the DirectX xAudio2 issue and cannot download the 9c files as I have a newer version (dx11) so will not install. I do not want to remove dx11 as I have other stuff that requires it? Solution???

Also, apps crash when closing. This may be to do with the dx issue but cannot say until I can solve the Direct X issue?

Any one solved this?

www.bitmanip.com
All the juicy you could ever dream of!
JDforce
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Posted: 22nd Dec 2013 21:03
Paul, I see that the ones with the "vertex" errors all of us seem to use ATI/AMD cards. Have you tested on this kind of card?
There is an issue with AMD and OpenGL on notebooks, because if AMD installer detects that it is a notebook, then openGL drivers that are installed are older or less capable.
For that issue, there is a program called MobilityModder that hacks into the installer and forces it to copy the latest desktop drivers to cards like mine, Radeon HD mobility 2600.
So far, I had no problems with OpenGL, in fact the hack makes my laptop work at its best. But this happens only with certain laptops, not desktops.

May the 3d force B with U
Tone Dialer
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Posted: 23rd Dec 2013 07:57 Edited at: 23rd Dec 2013 07:59
@The Daddy

For the DirectX xAudio2 issue, I followed the link Paul gave and the MS site refreshed the dx9 files required even though I already have dX11.

Quote: "Unfortunately DirectX 11 doesn't come with all the DirectX 9 files, download this and it will download any missing files."


http://www.microsoft.com/en-gb/download/details.aspx?id=35

Rampage
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Posted: 23rd Dec 2013 09:05
Is there planned support for Visual Studio 2013?

The Daddy
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Posted: 23rd Dec 2013 09:09
Hi All

Has anyone solved the xAudio2 issue yet? I tried installing Dx9c but could not as i have Dx11? Any ideas?


Cheers and merry christmas,

www.bitmanip.com
All the juicy you could ever dream of!
BatVink
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Posted: 23rd Dec 2013 10:26
@The Daddy. Tone Dialler gave the solution above, as per Paul's instructions. It's not a full 9c install, just the missing components.

Jammy
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Posted: 23rd Dec 2013 16:38 Edited at: 23rd Dec 2013 16:39
@ Timshark & peterJBE

I have been nightshift, so sorry about the delay in getting back to you.

After reading your posts on the 22nd I tried It again and the transparency problem was back. I never had time to investigate further.

Today - I tried it again, Same program, Started the same way. No changes, and it works fine. I can find no pattern.



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Jammy
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Posted: 23rd Dec 2013 16:42
Attached is my program folder

See what happens for you ?

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peterJBE
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Posted: 23rd Dec 2013 17:40
@Jammy

I tried your program:
I have the transparency problem both when I run from the AppGameKit IDE and when I run your exe(jamboy.exe) directly from windows.
Jammy
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Posted: 23rd Dec 2013 18:23 Edited at: 23rd Dec 2013 18:24
Same Day , Same program, Run the same way, On the same computer.





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victordavion
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Posted: 23rd Dec 2013 19:30
So I downloaded the alpha and copied over a project to test and all I get is a black screen with my joystick/buttons displayed. I didn't change any code and the game is strictly 2D. Anyone else have this issue? I imagine it has something to do with the offset or transparency bugs?
Timshark
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Posted: 23rd Dec 2013 23:10
@Jammy

Tried your example both inside and outside of the ide. No transparency.

I posted a question on the spine forum about the latest build and Nate answered that they have added meshes to the json export but that this should not affect trancparency in the runtimes.

I guess the bug must be connected to the "vertex" error...

I never want what I know.
Van B
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Posted: 24th Dec 2013 13:13
Can people please add which AppGameKit they are discussing in the thread title... maybe just:

[AGK-T1]
[AGK-T2]
[AGK2-T1]
[AGK2-T2]

At least until the AppGameKit section get's split up into V1 and V2, or a specific V2 board is added.

I am the one who knocks...
Marl
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Posted: 24th Dec 2013 17:55 Edited at: 24th Dec 2013 17:57
@BatVink, Tone Dialler
Quote: "@The Daddy. Tone Dialler gave the solution above, as per Paul's instructions. It's not a full 9c install, just the missing components."

Unfortunately this solution doesn't work


Windows 7 64 Bit, DirectX 11

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Digital Awakening
AGK Developer
22
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Posted: 25th Dec 2013 11:05
While I am excited about the alpha, all I needed was render to image to speed things up on OUYA. The one click apk seems broken and there's no OUYA stuff included in the alpha. So I'll skip this update and continue work on my game.

SoftMotion3D
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Posted: 25th Dec 2013 16:38 Edited at: 27th Dec 2013 22:06
yeah im not going to play with this either until IAP for ouya is ready.... for now v1 works fine for me and I gots allot of code to do before im done anyways...


but v2 looks cool so far!


edit: @marl...

that directx doesn't look right....install this one from my site if its dx9.0c your looking for: http://www.smotion3d.com/downloads/directx9c.zip

but it is a full dx9.0c install..... try it

xGEKKOx
AGK Master
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Posted: 27th Dec 2013 00:37
Hi Paul, greetings for your work as ever.
- Can you tell me about 2D?
- Which OS will be compatible on?

V1 is contained in the V2?

Thx and greetings.

Long life to Steve!
Sph!nx
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Posted: 27th Dec 2013 17:48
Yeah baby! Just installed V2 and compiling some samples. Looking good so far. Haven't really started in V1 yet, so I will start my first AppGameKit project directly in V2.

Regards Sph!nx
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baxslash
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Posted: 28th Dec 2013 13:04
I had a strange bug in the new beta where my app crashed when I added a sprite. There was an unhandled exception and it died during the update call, I found this out by breaking the sync command up and testing where the app died. I've been trying to reproduce it without having to share my whole level editor but haven't been able to. It happened after I added a new sprite and when I reverted to V1 the bug disappeared so something has either changed in the update method or in how sprites are added.

Sorry I can't be more helpful but if anyone has a crash for no apparent reason try splitting the sync command up and test before and after update as follows:


oct(31) = dec(25)
ACKohollic
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Posted: 29th Dec 2013 16:39
Hello, I get this error when I try to run any app with AGK2 in T1 (Error in vertex shader was successfully compiled to run on at line 0) any help would be appreacitated. thanks

Addicted to Coding Kits.
BatVink
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Posted: 31st Dec 2013 14:55
For your transparency problems, it may be a more general issue. I tried an existing program in V2 and I got a blank white screen. I finally realised that I had a full screen sprite that I use to fade out, and it was permanently opaque.

The difference in V2 seems to be:

Quote: "If the assigned image has alpha pixels the sprite is create with a transparency mode of 1, otherwise it uses a transparency mode of 0 (opaque)
"


So, for my createSprite(0) I had no alpha pixels, and so transparency was switched off by default. This was not the case previously.

I'm wondering if this change has had an impact on your Spine characters? Can you change the transparency mode to 1 or 2?

Digital Awakening
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Posted: 1st Jan 2014 01:41
Good find BatVink. I have to remember this when I make the switch. I wish it stayed the same because I have already coded my whole game to set the transparency of on those sprites that doesn't require it. Now I have to make sure it's on on the ones that needs it.

Ranietz
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Posted: 2nd Jan 2014 00:23
I've done some testing with the new drawing commands (box and ellipse) and found two minor bugs.

1. The drawBox (unfilled) command doesn't draw the top-right pixel. Drawing a filled box seems to work correctly. I remember having the same problem when I made a function to draw boxes using lines so maybe there's something wrong with the drawLine command.

2. When using the drawEllipse (unfilled) command with two different colors there's two pixels that are in the wrong color. Drawing a filled ellipse seems to be correct.

I've attached a picture (the missing pixel on the box is a bit hard to see) and here's a code example:

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Paul Johnston
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Posted: 2nd Jan 2014 18:37
Quote: "Has anyone solved the xAudio2 issue yet? I tried installing Dx9c but could not as i have Dx11? Any ideas?"


There is a chance that even though your DirectX is up to date it is failing for another reason. What is the error number in the message box? It should be displayed at the end of the message text.

Quote: "No transparency exporting from Spine"


The problem is with an undefined variable in AppGameKit, sometimes it will set the sprites transparent, sometimes it won't, easy for me to fix.

Quote: "Which OS will be compatible on?"


Windows, Mac, iOS, Android, and maybe Blackberry.

Quote: "Error in vertex shader was successfully compiled to run on at line 0"


I accidentally made any text returned by OpenGL an error when compiling a shader, this can be worked around by setting SetErrorMode(0) until I release the next version.

Quote: "I wish it stayed the same because I have already coded my whole game to set the transparency of on those sprites that doesn't require it."


In theory the change should reduce the need for you to set each sprite, since if you apply an image to it that contains alpha pixels the sprite will notice this an make itself transparent. Similarly if you give it an image with no alpha pixels it will set itself opaque. SetSpriteColor with an alpha value lower than 255 should also set the sprite transparent automatically. If these aren't behaving properly please let me know.

Quote: " testing with the new drawing commands (box and ellipse) and found two minor bugs"


Thanks, I'll look into those.
BatVink
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Posted: 2nd Jan 2014 21:47 Edited at: 2nd Jan 2014 21:48
Quote: "There is a chance that even though your DirectX is up to date it is failing for another reason. What is the error number in the message box? It should be displayed at the end of the message text."


2147746132

The only 2 hits on Google are AppGameKit and a Russian tram simulator

[EDIT] Although this may help...

http://support.microsoft.com/kb/201234

Paul Johnston
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Posted: 2nd Jan 2014 22:17
Quote: "2147746132"


Converted to hex results in 0x80040154 which seems to suggest the XAudio2 class isn't registered. I'm not sure what could cause this but assuming you have the file C:\Windows\System32\XAudio2_7.dll you could try to register it with the system if for some reason the installer didn't do it automatically.

Open a command prompt with administrator privileges and enter "regsvr32 xaudio2_7.dll" from any location. You should get a mesage box saying the DLL has been registered, then try and run an AppGameKit app and see if you get the same error.
BatVink
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Posted: 2nd Jan 2014 22:26 Edited at: 2nd Jan 2014 22:27
This is on Windows 8.1:



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Paul Johnston
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Posted: 3rd Jan 2014 00:01
Strange, the DirectX update linked earlier should notice that file as missing and install it. You could try the redistributable version here which is the same thing as the web version but it predownloads all the files.
AlistairS
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Posted: 3rd Jan 2014 11:23
[quote]"Error in vertex shader was successfully compiled to run on at line 0" I accidentally made any text returned by OpenGL an error when compiling a shader, this can be worked around by setting SetErrorMode(0) until I release the next version.

Adding SetErrorMode(0) to my tier 1 code doesn't seem to make any difference - still get the error messages and program termination.
Digital Awakening
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Posted: 3rd Jan 2014 12:19
Quote: " In theory the change should reduce the need for you to set each sprite, since if you apply an image to it that contains alpha pixels the sprite will notice this an make itself transparent. Similarly if you give it an image with no alpha pixels it will set itself opaque. SetSpriteColor with an alpha value lower than 255 should also set the sprite transparent automatically. If these aren't behaving properly please let me know."


It seems I misunderstood. This should mean a speed increase for those who don't already do this in code.

Once the one click apk works, will we be able to use it with this alpha? I want to see what kind of speed increase I can get on OUYA using render to image.

Paul Johnston
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Posted: 3rd Jan 2014 17:52
Quote: "Adding SetErrorMode(0) to my tier 1 code doesn't seem to make any difference"


In that case it is creating the error before it reaches your tier 1 code, unfortunately you'll have to wait for the next version.
lilpissywilly
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Posted: 4th Jan 2014 00:20 Edited at: 4th Jan 2014 00:21
I just installed V2 alpha 1 and was trying to compile the four v2 examples available in "my products", all of them result in a crash:



I've uninstalled, rebooted and reinstalled with the same result.

Windows 7 and never had any problems with AppGameKit otherwise

My hovercraft is full of eels

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mindsclay
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Posted: 4th Jan 2014 04:09
Any known issues with this version working with the AppGameKit player on android??

I am getting "Unknown Instruction 655".

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mindsclay
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Posted: 4th Jan 2014 04:12
Never mind. "Windows Only"

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Digital Awakening
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Posted: 4th Jan 2014 12:27
Paul:
So, looking at the roadmap for AGK2 as it is on Kickstarter. I am guessing you will be working on OUYA support next?

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