armory3d / armortools Goto Github PK
View Code? Open in Web Editor NEW3D Content Creation Tools
Home Page: https://armorpaint.org
License: Other
3D Content Creation Tools
Home Page: https://armorpaint.org
License: Other
When running the program in non-fullscreen windowed mode on Linux, the object rotation / mouse movement ratio seems not correct, (object rotation is slower than mouse movement, the smaller the screen is, the slower the rotation will be). This is not just ArmorPaint, any game built by Armory also have this problem. (note that I am using 200% scaling mode of Ubuntu 17.10)
/Milo
this is the print of console:
https://user-images.githubusercontent.com/25100386/42649186-4f9b4a76-85df-11e8-856e-ff372b7fb0d0.png
Hello,
When running ./ArmorPaint
, I get the following error:
/lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.28' not found
EDIT: I already ran sudo apt-get install libc6
Any fix ? Thanks !
Enchantment request. It would be cool to have a check box that would allow you to paint the back side of the object at the same time as you are painting the front side.
Just bought Armorpaint today version 0.5. Fujitsu Notebook, Windows 10 Pro, NVidia Quadro 3000M
Start software and just begin painting on the default cube - at some parts, color disappears when releasing the mouse button. If proceeding to paint, it gets more and more weird, not able to color the object completely. Also Fill tool does leave unpainted areas behind.
I updated NVidia Driver to latest version, but this does not change anything. Also tested the Gun example - when painting on it, it get's completely messed up.
Looks like the exported texture (checked base color) is ok, so it's just a rendering problem, so that parts of the mesh turn black.
Armory Version:
Cloned the latest git repos for both armory and armor paint.
OS/device:
OS- Microsoft Windows 10 x64
GPU- GeForce GTX 1060 with Max-Q Design.
Blender 2.79b From Steam Store
Issue Description:
When I build the project with armory-blender everything goes well, until armor-paint runs. The UI does not show up. Everything is selectable and works beyond not being visible.
I tested this with Krom and C++. I was unable to get the other targets to build.
Hopefully this is only happening to me.
Console Output:
Project Build-Krom and Run.txt
Project Build-C++ and Run.txt
C++ Opengl Errors.txt
Hi ! i had a Problem before but now i have a other Problem. When I drag textures or models in Armory paint it doesn't show up
The latest master version of armorpaint crashes on Windows 10. At least on my Microsoft Surface Book.
I'm building with Blender 2.79 with the current version of "master" for the armsdk (and all its sub-modules). Everything builds ok, but when it's time to run I can see the Krom window for a few seconds (completely blank) and after that it will disappear. This would be my console output:
...
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 9.391501665115356
Uniform brushScale not found.
Building with C++ will yield similar results (without the brushScale message), I can simply see the window for a couple of seconds for it to immediately disappear.
Note: I can build and run properly with the built-in sdk a previous version of armorpaint (from one month ago to be precise) so it's not like I never managed to run it.
Note2: Using blender 2.8 will yield same output for all cycles, eevee and armory engines selected
Hey, I noticed that a license text is not available for this repository. Is this proprietary code?
Link to forum post.
In both Windows and Linux, when try to import file (obj / fbx), armorpaint "open up" the file instead of import it:
If I open the file until nothing to open, try to click OK, in windows it will crash (in Linux nothing happens):
Only when I step back one folder level, the file can be loaded:
Also in windows whenever I try to navigate to a folder, a command line window will open then close immediately, is this normal?
/Milo
Hello! I really need help! When i try to start (Play) armory paint then it gives me an error
Getting the following error when trying to compile the project using the latest git version on armory and armorpaint.
/Users/kent/Developer/armorpaint/Sources/arm/logicnode/InputNode.hx:5: characters 7-23 : Type not found : armory.math.Vec4
For some reason I keep getting compiler error while building from source. I downloaded the 2.7 version of Armory from the website and then updated the armsdk from inside blender. Then I restarted, opened up armorpaint.blend and hit play in the Armory Player. I keep getting errors.
I have tried the 0.4 version of armory and the 0.5 version of armory with their respective armor paint versions. No luck so far.
This is the output I get with the git master version:
Creating Kha project.
Warning: No haxelib.json and no Sources directory found in library paint.
Exporting asset 1 of 17 (Scene.arm).
Exporting asset 2 of 17 (mesh_Cube.arm).
Exporting asset 3 of 17 (mesh_Cylinder.arm).
Exporting asset 4 of 17 (mesh_Plane.arm).
Exporting asset 5 of 17 (mesh_Sphere.arm).
Exporting asset 6 of 17 (cay_irradiance.arm).
Exporting asset 7 of 17 (cay_radiance.hdr).
Exporting asset 8 of 17 (cay_radiance_0.hdr).
Exporting asset 9 of 17 (cay_radiance_1.hdr).
Exporting asset 10 of 17 (cay_radiance_2.hdr).
Exporting asset 11 of 17 (cay_radiance_3.hdr).
Exporting asset 12 of 17 (cay_radiance_5.hdr).
Exporting asset 13 of 17 (cay_radiance_6.hdr).
Exporting asset 14 of 17 (cay_radiance_4.hdr).
Exporting asset 15 of 17 (cay_radiance_7.hdr).
Exporting asset 16 of 17 (cay_radiance_8.hdr).
Exporting asset 17 of 17 (cay_radiance_9.hdr).
Exporting asset 1 of 2 (Material_data.arm).
Exporting asset 2 of 2 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise256.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (cay.hdr).
Exporting asset 1 of 1 (brush_bake.png).
Exporting asset 1 of 1 (brush_colorid.png).
Exporting asset 1 of 1 (brush_draw.png).
Exporting asset 1 of 1 (brush_erase.png).
Exporting asset 1 of 1 (brush_fill.png).
Exporting asset 1 of 1 (cmft-linux64).
Exporting asset 1 of 1 (cmft-osx).
Exporting asset 1 of 1 (cmft.exe).
Exporting asset 1 of 1 (license_cmft.md).
Exporting asset 1 of 1 (color_wheel.png).
Exporting asset 1 of 1 (config.arm).
Exporting asset 1 of 1 (cursor.png).
Exporting asset 1 of 1 (default_brush.json).
Exporting asset 1 of 1 (default_logic.json).
Exporting asset 1 of 1 (default_material.json).
Exporting asset 1 of 1 (drag.png).
Exporting asset 1 of 1 (empty.jpg).
Exporting asset 1 of 1 (license.md).
Exporting asset 1 of 1 (logic_nodes.json).
Exporting asset 1 of 1 (noise64.png).
Exporting asset 1 of 1 (plugin_hello.js).
Exporting asset 1 of 1 (plugin_rotate.js).
Exporting asset 1 of 1 (readme.txt).
Exporting asset 1 of 1 (theme.arm).
Exporting asset 1 of 1 (theme_light.arm).
Exporting asset 1 of 1 (font_default.ttf).
Compiling shader 1 of 32 (Material_mesh.vert.glsl).
Compiling shader 2 of 32 (Material_mesh.frag.glsl).
Compiling shader 3 of 32 (Material_shadowmap.frag.glsl).
Compiling shader 4 of 32 (Material_shadowmap.vert.glsl).
Compiling shader 5 of 32 (Material_voxel.frag.glsl).
Compiling shader 6 of 32 (Material_voxel.geom.glsl).
Compiling shader 7 of 32 (Material_voxel.vert.glsl).
Compiling shader 8 of 32 (bloom_pass.frag.glsl).
Compiling shader 9 of 32 (blur_adaptive_pass.frag.glsl).
Compiling shader 10 of 32 (blur_gaus_pass.frag.glsl).
Compiling shader 11 of 32 (compositor_pass.frag.glsl).
Compiling shader 12 of 32 (copy_mrt3_pass.frag.glsl).
Compiling shader 13 of 32 (compositor_pass.vert.glsl).
Compiling shader 14 of 32 (copy_mrt4_pass.frag.glsl).
Compiling shader 15 of 32 (deferred_light.frag.glsl).
Compiling shader 16 of 32 (deferred_light.vert.glsl).
Compiling shader 17 of 32 (max_luminance_pass.frag.glsl).
Compiling shader 18 of 32 (pass.vert.glsl).
Compiling shader 19 of 32 (pass_copy.frag.glsl).
Compiling shader 20 of 32 (pass_viewray2.vert.glsl).
Compiling shader 21 of 32 (smaa_blend_weight.frag.glsl).
Compiling shader 22 of 32 (smaa_blend_weight.vert.glsl).
Compiling shader 23 of 32 (smaa_edge_detect.frag.glsl).
Compiling shader 24 of 32 (smaa_edge_detect.vert.glsl).
Compiling shader 25 of 32 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 26 of 32 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 27 of 32 (ssgi_blur_pass.frag.glsl).
Compiling shader 28 of 32 (ssgi_pass.frag.glsl).
Compiling shader 29 of 32 (ssr_pass.frag.glsl).
Compiling shader 30 of 32 (taa_pass.frag.glsl).
Compiling shader 31 of 32 (world_pass.frag.glsl).
Compiling shader 32 of 32 (world_pass.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).
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/iron/Sources/iron/data/ShaderData.hx:160: characters 80-108 : kha.graphics4.PipelineState has no field colorWriteMasksRed
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/iron/Sources/iron/data/ShaderData.hx:161: characters 84-114 : kha.graphics4.PipelineState has no field colorWriteMasksGreen
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/iron/Sources/iron/data/ShaderData.hx:162: characters 82-111 : kha.graphics4.PipelineState has no field colorWriteMasksBlue
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/iron/Sources/iron/data/ShaderData.hx:163: characters 84-114 : kha.graphics4.PipelineState has no field colorWriteMasksAlpha
/Users/brodyeller/Downloads/armorpaint-master/Sources/arm/UITrait.hx:635: characters 13-34 : Class<Krom> has no field getFilesLocation
/Users/brodyeller/Downloads/armorpaint-master/Sources/arm/UITrait.hx:639: characters 15-36 : Class<Krom> has no field getFilesLocation
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/lib/iron_format/Sources/iron/format/fbx/Library.hx:504: characters 36-51 : Type not found : haxe.xml.Access
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/lib/iron_format/Sources/iron/format/fbx/Library.hx:509: characters 41-56 : Type not found : haxe.xml.Access
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/Kha/Tools/haxe/std/haxe/io/Input.hx:189: characters 37-42 : Uncaught exception Eof
/Users/brodyeller/Downloads/armorpaint-master/Sources/arm/Macro.hx:13: characters 27-49 : Called from here
For function argument 'text'
/Users/brodyeller/Downloads/armorpaint-master/Sources/arm/UITrait.hx:19: lines 19-3665 : Defined in this class
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/armory/Sources/armory/system/Starter.hx:34: characters 25-29 : Unknown identifier : None
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/armory/Sources/armory/system/Starter.hx:35: characters 46-62 : Unknown identifier : FeatureResizable
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/armory/Sources/armory/system/Starter.hx:36: characters 48-66 : Unknown identifier : FeatureMaximizable
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/armory/Sources/armory/system/Starter.hx:37: characters 48-66 : Unknown identifier : FeatureMinimizable
Done.
Finished in 6.554986000061035
Build failed, check console
in windows 0.4 build, used mouse to drag the object up/down then the object rotated in the opposite direction.
Feel free to close this if it is an expected behavior.
Hello,
i'm testing on Linux Fedora 27 and i cannot find "libcrypto.so.1.0.0" :
[linux@localhost ArmorPaint]$ ./ArmorPaint
./ArmorPaint: error while loading shared libraries: libcrypto.so.1.0.0: cannot open shared object file: No such file or directory
I will try to test on other distro.
Include all of the nodes supported in Armory.
Open .arm
files in ArmorPaint.
Stamp a pre made normal map (nut bolt ect) onto the model or uv map
The use of the OpenGL compatibility profile makes the program not work on any system that uses Mesa (mainly Intel HD and AMD cards). Could the program be made to use a core profile?
See also #11
I paid for the ich.io version to help support the project :)
The release has a bug on Mac OS. If you make the window bigger after launching the App. The GUI does not resize correctly to fit the window. Leaving strange white area around the GUI.
A different issue I tried to build the github code to see if this has already been fixed but the project fails to build on my system. Second screen shot.
Steps taken:
The console shows:
...
Compiling shader 1 of 1 (Material_voxel.frag.glsl) failed:
Shader compiler error.
...
Compiling shader 8 of 8 (painter-video.vert.glsl).
D:\programs\Armory\armsdk\Kha\Sources/kha/internal/ShadersBuilder.hx:84: characters 59-64 : Array<kha.Blob> should be kha.Blob
D:\programs\Armory\armsdk\Kha\Sources/kha/internal/ShadersBuilder.hx:84: characters 59-64 : Array<kha.Blob> should be kha.internal.BytesBlob
D:\programs\Armory\armsdk\Kha\Sources/kha/internal/ShadersBuilder.hx:84: characters 59-64 : For function argument 'source'
D:\programs\Armory\armsdk\Kha\Sources/kha/Shaders.hx:4: lines 4-6 : Defined in this class
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:463: characters 37-66 : Cannot access private field frameG
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:464: characters 37-66 : Cannot access private field frameG
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:301: characters 44-55 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> Null<kha.FastFloat> should be String -> Null<kha.FastFloat>
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:302: characters 43-53 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> iron.math.Vec4 should be String -> iron.math.Vec4
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:303: characters 43-53 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> iron.math.Vec4 should be String -> iron.math.Vec4
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:304: characters 49-56 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> kha.Image should be String -> kha.Image
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:304: characters 49-56 : For function argument 'x'
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:885: characters 7-22 : zui.Zui has no field imageInvertY
D:\programs\armorpaint-master\Sources/arm/UITrait.hx:906: characters 7-22 : zui.Zui has no field imageInvertY
Done.
Finished in 10.702107429504395
Build failed, check console
Give user option to scale the UI up for HiDPI screen.
I am using a 4K monitor on Ubuntu and I didn't find a way to scale the UI up. I can switch back to Windows 10 and scale the whole thing there, but still, proper HiDPI support will be much appreciated.
/Milo
Add option to show wireframe in the viewport.
I know you're working on developing this when you can but after looking at your youtube videos and then investing in the software I would expect it to work somewhat decently and it doesn't seem so..
For instance my biggest annoyance right now is the Importing of Models and Textures, it seems to only want to accept them half the time when I try to import something whether I drag and drop it in or do it manually through the program.
If I import a squared off boxy simple gun that works after about 3 tries but if I have a model that has a bit more detail or lots of geometry or if it's sculpted even at lower poly counts then nothing happens and these are only files around 1.x megabytes, very small file sizes. I think its struggling to read the assets and needs refined more.
I looked through the help files to see if I am doing it right but after reading through it wasn't helpful..
Drag and drop not working for me tested model in APaint 4 and itโs ok but not working in 5,I can link you the model tomorrow when Iโm on my comp again
Windows 10 Pro 64 bit
GeForce GTX 1050 Ti
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
1920x1080,60 Hz
Getting a crash with armor paint when trying to resize the window on mac osx.
GL Error 1281 /Users/lubos/Downloads/Krom/Kore/Backends/Graphics4/OpenGL/Sources/Kore/VertexBufferImpl.cpp 207
2018-09-06 19:36:59.395 Krom[1544:26153] -[BasicOpenGLView resize:]: unrecognized selector sent to instance 0x7fd51c52b4b0
2018-09-06 19:36:59.400 Krom[1544:26153] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[BasicOpenGLView resize:]: unrecognized selector sent to instance 0x7fd51c52b4b0'
*** First throw call stack:
(
0 CoreFoundation 0x00007fff389712db __exceptionPreprocess + 171
1 libobjc.A.dylib 0x00007fff5fb18c76 objc_exception_throw + 48
2 CoreFoundation 0x00007fff38a09db4 -[NSObject(NSObject) doesNotRecognizeSelector:] + 132
3 CoreFoundation 0x00007fff388e7820 forwarding + 1456
4 CoreFoundation 0x00007fff388e71e8 _CF_forwarding_prep_0 + 120
5 Krom 0x000000010c5a3529 Krom + 7120169
6 CoreFoundation 0x00007fff38900edc CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER + 12
7 CoreFoundation 0x00007fff38900daa _CFXRegistrationPost + 458
8 CoreFoundation 0x00007fff38900ae1 ___CFXNotificationPost_block_invoke + 225
9 CoreFoundation 0x00007fff388be880 -[_CFXNotificationRegistrar find:object:observer:enumerator:] + 1664
10 CoreFoundation 0x00007fff388bd9b7 _CFXNotificationPost + 599
11 Foundation 0x00007fff3a9cd8c7 -[NSNotificationCenter postNotificationName:object:userInfo:] + 66
12 AppKit 0x00007fff35f484db -[NSWindow _setFrameCommon:display:stashSize:] + 3813
13 AppKit 0x00007fff35f475e9 -[NSWindow _setFrame:display:allowImplicitAnimation:stashSize:] + 222
14 AppKit 0x00007fff35f47504 -[NSWindow setFrame:display:] + 67
15 AppKit 0x00007fff3698a3e9 -[NSWindow(NSWindowResizing) _resizeSetFrame:withEvent:] + 124
16 AppKit 0x00007fff361b237f -[NSWindow(NSWindowResizing) _resizeWithEvent:] + 3060
17 AppKit 0x00007fff366f0422 -[NSTitledFrame attemptResizeWithEvent:] + 177
18 AppKit 0x00007fff360bc3dd -[NSThemeFrame handleMouseDown:] + 297
19 AppKit 0x00007fff360bc603 -[NSThemeFrame mouseDown:] + 30
20 AppKit 0x00007fff367bdd6d -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 5891
21 AppKit 0x00007fff367ba9c4 -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 2359
22 AppKit 0x00007fff367b9c70 -[NSWindow(NSEventRouting) sendEvent:] + 497
23 AppKit 0x00007fff3661b236 -[NSApplication(NSEvent) sendEvent:] + 2462
24 Krom 0x000000010c5a28ed Krom + 7117037
25 Krom 0x000000010c5a4802 Krom + 7124994
26 Krom 0x000000010c5a27ac Krom + 7116716
27 Krom 0x000000010c5a4826 Krom + 7125030
28 Krom 0x000000010bedd77e Krom + 18302
29 Krom 0x000000010c5a3428 Krom + 7119912
30 Foundation 0x00007fff3a9f55a0 -[NSObject(NSThreadPerformAdditions) performSelector:onThread:withObject:waitUntilDone:modes:] + 1123
31 Foundation 0x00007fff3a9f50bf -[NSObject(NSThreadPerformAdditions) performSelectorOnMainThread:withObject:waitUntilDone:] + 131
32 Krom 0x000000010c5a318e Krom + 7119246
33 libdyld.dylib 0x00007fff60732015 start + 1
)
libc++abi.dylib: terminating with uncaught exception of type NSException
Can we have texture rotation when painting
Hi there, I have this output while I execute ArmorPaint 0.3, my OS is ArchLinux, how to fix it?:
ArmorPaint $ ./ArmorPaint
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform projectionMatrix not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform projectionMatrix not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform projectionMatrix not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform N not found.
Uniform WVP not found.
Uniform prevWVP not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error:
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform W not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform LWVP not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform SMVP not found.
Uniform envmapStrength not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform invVP not found.
Uniform eye not found.
Uniform envmapStrength not found.
Uniform shirr not found.
Uniform envmapNumMipmaps not found.
Uniform cameraProj not found.
Uniform eyeLook not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform LVWVP not found.
Uniform invVP not found.
Uniform LWVP not found.
Uniform lightColor not found.
Uniform lightDir not found.
Uniform lightPos not found.
Uniform lightProj not found.
Uniform lightType not found.
Uniform lightShadow not found.
Uniform shadowsBias not found.
Uniform spotlightData not found.
Uniform eye not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform invVP not found.
Uniform eye not found.
Uniform LWVP not found.
Uniform lightColor not found.
Uniform l not found.
Uniform lightShadow not found.
Uniform shadowsBias not found.
Uniform eyeLook not found.
Uniform cameraProj not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform invP not found.
Uniform P not found.
Uniform tiV not found.
Uniform cameraProj not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dirInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dirInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dirInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dirInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform screenSizeInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform screenSize not found.
Uniform screenSizeInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform screenSizeInv not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dir not found.
Uniform screenSize not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dir not found.
Uniform screenSize not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform dir not found.
Uniform screenSize not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform texSize not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform N not found.
Uniform WVP not found.
Uniform prevWVP not found.
Uniform eye not found.
Uniform W not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform WVP not found.
Uniform sub not found.
Uniform paintDepthBias not found.
Uniform inp not found.
Uniform inplast not found.
Uniform aspectRatio not found.
Uniform brushRadius not found.
Uniform brushOpacity not found.
Uniform brushStrength not found.
Uniform brushScale not found.
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL compiler error: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
GLSL linker error: error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
Uniform WVP not found.
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
Uniform projectionMatrix not found.
XIO: fatal IO error 11 (Resource temporarily unavailable) on X server ":0"
after 328 requests (264 known processed) with 0 events remaining.
Dragging and dropping meshes and images in the node editor or in the 3d environment, as well as in the import section doesn't work on Linux Ubuntu gnome (Ubuntu 17.10) on ver _02a and 0.3
Linux Ubuntu gnome (Ubuntu 18.04) on ver _02a, 0.3, and 0.4
Once the image is dragged in the editor, simply nothing happens.
Hello,
Not sure if it's a Mesa issue on Linux, but I can't get ArmorPaint to build within that lastest Armory Blender 2.7 or 2.8 downloaded from itch.
Output:
Armory v0.4 ($Id: 97fc5021306ba3e6d744b62e6614e853412df34b $)
OS: linux, Target: krom, GAPI: opengl, Blender: 2.80 (sub 17)
Exporting Scene
Scene built in 0.02695941925048828
Exported modules: ['ui']
Shader flags: ['_Irr', '_EnvTex', '_Rad', '_EnvStr', '_Deferred', '_Brdf', '_IndPos', '_SMAA', '_Veloc', '_SSAO', '_gbuffer2']
Running: ['/home/beniwtv/Downloads/Armory/armsdk//nodejs/node-linux64', '/home/beniwtv/Downloads/Armory/armsdk//Kha/make', 'krom', '-g', 'opengl', '--shaderversion', '330', '--to', 'build_armorpaint/debug']
Using Kha from /home/beniwtv/Downloads/Armory/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 (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 (brush_bake.png).
Exporting asset 1 of 1 (brush_colorid.png).
Exporting asset 1 of 1 (brush_draw.png).
Exporting asset 1 of 1 (brush_erase.png).
Exporting asset 1 of 1 (brush_fill.png).
Exporting asset 1 of 1 (cay_thumb.jpg).
Exporting asset 1 of 1 (color_wheel.png).
Exporting asset 1 of 1 (config.arm).
Exporting asset 1 of 1 (cursor.png).
Exporting asset 1 of 1 (default_brush.json).
Exporting asset 1 of 1 (default_material.json).
Exporting asset 1 of 1 (license.md).
Exporting asset 1 of 1 (mat.jpg).
Exporting asset 1 of 1 (mat_empty.jpg).
Exporting asset 1 of 1 (monkey.obj).
Exporting asset 1 of 1 (plugin_hello.js).
Exporting asset 1 of 1 (plugin_rotate.js).
Exporting asset 1 of 1 (readme.txt).
Exporting asset 1 of 1 (slot_empty.png).
Exporting asset 1 of 1 (theme.arm).
Exporting asset 1 of 1 (cay.hdr).
Exporting asset 1 of 1 (cay_irradiance.arm).
Exporting asset 1 of 1 (cay_radiance.hdr).
Exporting asset 1 of 1 (cay_radiance_0.hdr).
Exporting asset 1 of 1 (cay_radiance_1.hdr).
Exporting asset 1 of 1 (cay_radiance_2.hdr).
Exporting asset 1 of 1 (cay_radiance_3.hdr).
Exporting asset 1 of 1 (cay_radiance_4.hdr).
Exporting asset 1 of 1 (cay_radiance_5.hdr).
Exporting asset 1 of 1 (cay_radiance_6.hdr).
Exporting asset 1 of 1 (cay_radiance_7.hdr).
Exporting asset 1 of 1 (cay_radiance_8.hdr).
Exporting asset 1 of 1 (cay_radiance_9.hdr).
Exporting asset 1 of 1 (tex.jpg).
Exporting asset 1 of 1 (droid_sans.ttf).
Compiling shader 1 of 2 (view2d.frag.glsl).
Compiling shader 2 of 2 (view2d.vert.glsl).
Compiling shader 1 of 1 (bloom_pass.frag.glsl).
Compiling shader 1 of 1 (blur_gaus_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 (max_luminance_pass.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_copy.frag.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 (pass_viewray2.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 (ssgi_blur_pass.frag.glsl).
Compiling shader 1 of 1 (ssgi_pass.frag.glsl).
Compiling shader 1 of 1 (taa_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 1 (Material_voxel.frag.glsl).
Compiling shader 1 of 1 (Material_voxel.geom.glsl).
Compiling shader 1 of 1 (Material_voxel.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).
/home/beniwtv/build/armorpaint/Sources/arm/UITrait.hx:294: characters 44-55 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> Null<kha.FastFloat> should be String -> Null<kha.FastFloat>
/home/beniwtv/build/armorpaint/Sources/arm/UITrait.hx:295: characters 43-53 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> iron.math.Vec4 should be String -> iron.math.Vec4
/home/beniwtv/build/armorpaint/Sources/arm/UITrait.hx:296: characters 43-53 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> iron.math.Vec4 should be String -> iron.math.Vec4
/home/beniwtv/build/armorpaint/Sources/arm/UITrait.hx:297: characters 49-56 : object : iron.object.Object -> mat : iron.data.MaterialData -> link : String -> kha.Image should be String -> kha.Image
/home/beniwtv/build/armorpaint/Sources/arm/UITrait.hx:297: characters 49-56 : For function argument 'x'
Done.
Finished in 2.870800733566284
Build failed, check console
Using Manjaro Linux, Mesa 18.1.2 (also tried with 18.2-git), AMD RADEON RX480 8 GB
Thanks!
The UV's of an imported FBX end up flipped vertically. It's not a blocker as I can pre-flip, but it's a turnoff for new users.
As captioned. I understand that I can only undo once...but I guess it is better not crash the program when accidentally hit twice...
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.