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This weird errors appears while loading the glb characters models
THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false Material Name: Material Type: MeshDepthMaterial Program Info Log: Vertex shader is not compiled. � VERTEX ERROR: 0:448: 'MORPHTARGETS_COUNT' : undeclared identifier ERROR: 0:448: '' : array size must be a constant integer expression ERROR: 0:450: 'MORPHTARGETS_COUNT' : undeclared identifier ERROR: 0:450: '<' : wrong operand types - no operation '<' exists that takes a left-hand operand of type 'highp int' and a right operand of type 'const highp float' (or there is no acceptable conversion) � 443: mat4 boneMatY = getBoneMatrix( skinIndex.y ); 444: mat4 boneMatZ = getBoneMatrix( skinIndex.z ); 445: mat4 boneMatW = getBoneMatrix( skinIndex.w ); 446: #endif 447: #ifdef USE_INSTANCING_MORPH > 448: float morphTargetInfluences[MORPHTARGETS_COUNT]; 449: float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r; 450: for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { 451: morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r; 452: } 453: #endif 454: #ifdef USE_DISPLACEMENTMAP
It is often hidden (for ease of development) by using
renderer.debug.checkShaderErrors = false
The text was updated successfully, but these errors were encountered:
I believe this is a bug introduced in three.js v162 (see mrdoob/three.js#27669). Here is a PR to add a workaround: #46
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piellardj
Successfully merging a pull request may close this issue.
This weird errors appears while loading the glb characters models
It is often hidden (for ease of development) by using
renderer.debug.checkShaderErrors = false
The text was updated successfully, but these errors were encountered: