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glsl file COMPILER ERROR #101
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Hello. I am having a similar issue. I think. It is a little hard to diagnose. I am getting the same shader compile errors that you are. Currently running a fully patched Manjaro Linux install. Using the plasma desktop, radeon graphics and an amd cpu. This is a fresh download of both Malt/Beer and the example shaders Out of the gate blender counsel was telling me that it was:
Through some research on the net I found a similar error for people struggling getting windows to draw stuff in python. They installed the following libs to get it to work.
But now I think I am stuck at the same position you are in. Similar wording to your error but a slight difference. Wonder if that might just be the difference in operating systems / python versions.
System / Blender logs don't seem to reveal anything useful. I am wondering if it is some library that is missing on my system??? If that is the case, it is a little unclear to me where to begin tracking that down. Otherwise, this project looks super interesting. Really looking forward to testing it out. Thanks! |
Now it's my to to say... no I'm sorry, I'm Stupid. Should have looked through all the closed tickets. @Sorry-Im-Stupid The above thread describes a similar issue. And they recommend compiling the plugin. I assume you already tried this based on your above post. Personally I have been struggling figuring out the exact syntax to compile the plugin on linux to test. EX (I just dumped the git clone into my user home directory):
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From your post, I ensured I had the listed packages installed, I got all except PyOpenGL_Accelerate. That one didn't show up in the available libraries. |
If you figure out a syntax that works for you, I'll try it myself. I'm trying the local compile from scratch, again, and I'm now getting a repeat error where it's failing to install pip.
I have Cmake now, that part worked. Still pip failing. |
Is this right? I know blender's python version is 3.9, so is there a newer version of pip I should be running? |
Hi Sorry, I have
But that is probably because I am running Arch / Manjaro. Linux Mint, in your case, pulls from ubuntu's repos but they are on a pretty curated release cycle. I grabbed myself a fresh cup of tea, I am going to try a few more random ideas I had and see where it goes. |
I will see about updating pip, and see if that fixes it. |
I've installed python3.9, but I can't get it to install the new pip to go with it. I have now installed pip21.1.3 in the python3.9 install! Now how do I get that install to do the Malt install? |
Okay, It isn't running yet. But I have progress to report. To "compile" the python stuff. I figured I would consolidate my work area a bit. I hopped into my ~/.config/blender directory and created a folder called Custom_Scripts. In side that folder made a new one called Scripts and I piped blender to that subfolder as a custom script location. Inside of my Custom_Scripts folder I ran:
Then I ran this
Then the script starts running and it trigger's pip to download all the needed libraries. If it does not do it automatically, the packages you need are:
It ran through the whole thing and finished successfully. Blender had the plugin checked in the add-on manager. I toggled it just for giggles to see if it was working. When I re-enabled it.
Etc..... I did not see any indications when the script was running that it compiled any C libraries. So the next thing think I am going to looking to see if I can compile them seperately |
Progress! Ok, I tried your method, but specifically called python3.9, and pip did activate!
So how do I get those? I tried earlier, and some of them worked, others were nowhere to be found. I think, on reflection, pip found them, but there was something else missing. |
Yeah it does look like you are missing a couple supporting packages. Odd. Perhaps there is a way to target what repo's pip looks at. Sorry, I really don't understand too much about pip on linux mint. |
Neither do I. Truth be told I don't really understand how any of these things work. I'm a 3D guy, code is not my area. |
I hear ya. Linux is great. I have learned so much about how computers work etc.... But at the end of the day so am I. I know enough programming and Linux system administration to make me dangerous, but I am not a programming genius. From what I was reading online. There are a plethora of reasons why pip can't find a particular package. It will probably just take a bunch of hunting around to try and figure it out. On the flip side of this, the developer said that they were able to get the code to work in a vanilla install on manjaro linux, on and amd laptop. I have tried it on a intel manjaro laptop that I have and had no success. Perhaps when @BlenderNPR gets a chance to look at this thread, they could give us a few pointers. I think I am going to call it a day. I will probably take a few more shots at this tomorrow. |
I just tried to run Malt on Manjaro but GLFW fails to initialize due to Wayland related errors, so I couldn't go further. I can give you some tips if you want to try again:
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Ok, I tried that, installed pip directly to the blender python.3.9, and tried again, now I'm getting different errors.
And this:
These are new. |
It was getting to be a mess, so I started a fresh one, and now it won't install pip... Got pip back. Still many errors. OK, I'm not entirely sure how, but I've managed to get everything except PYOpenGL_accelerate to install, but now it's not putting anything in the scripts folder, this is a new problem, that has always worked in the past.
I've also tried it with a custom destination, same issue. Both of these folders exist, and I have told blender where they are.
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Just to follow up on all this. I was able to get the plugin to compile properly. After doing all of the steps in the docs. Blender was failing to load the plugin. The error lead me to believe that the Bridge and Malt C libraries didn't compile for some odd reason. Turns out that my system didn't have cmake installed on it. So I just downloaded it and compiled the C code using the standard cmake, make, make install operation and now the plugin loads flawlessly. Now onto the bad news. When I try to load the shader I am back to the whole "invalid token" errors as cited above. In other words compiling the C code locally on my machine did not solve the problem. So it has to be some odd implementation of OpenGL by the OS. Like what has been said elsewhere, right? I am having this issue on X server. I haven't attempted to run it in wayland. Would it be better for me to do all of my testing in wayland and see if I can get GLFW running? @pragma37 I want to help get to the bottom of this issue. It seems like a few people are struggling with this general type of problem. Can you point me in the right direction to help bug fix this? Are there some tools that I should be using to see where the issue is popping up in the driver / graphics stack? Thanks Much! |
I tried again to run Malt in a local Manjaro installation and I couldn't figure out how to get GLFW to run. So I can't test myself how to fix this. However, I created a new branch for you to test with some changes: This one is using the raw OpenGL function for setting the shader source instead of the PyOpenGL wrapper, just in case the bug is there. If that doesn't help, this version also prints the processed shader source in the console, so it should be possible to inspect if there's anything wrong there. |
I've installed the file linked above, It installs, recognizes, and crucially it doesn't reject the glsl files! I opened up the shader examples file, and it doesn't render. In the work view it's just grey, no models. And if I try to render, it just freezes. |
MaltSessionLog.txt Thanks for starting up another branch on this. Attached is a truncated dump from the blender console (cleaned up at the \n \t) and the malt session log. In short, I hit this point when loading up a shader.
Glad "Sorry" was able to make some traction on the issue. Hopefully the above info proves somewhat useful. |
Where did you find those files? Did you tell blender to make them? |
@BerlinAW This time I only need the logs. @Sorry-Im-Stupid |
Ok, I opened the nodes example, and I have something now! I'm not finding the log file anywhere though, where should it be?
Which I'm pretty sure is not relevant. Finally made some progress learning how the malt node system works! It does crash sometimes, but doesn't crash blender, so I don't lose anything. But I did have to restart blender to get it back. I still can't find the output log files you want. I don't think it's making them, or it's planting them in a folder outside the blender core folders. |
@Sorry-Im-Stupid Glad you got it to work. Could you try the latest Development version and tell me if it works for you? |
Nope, same problem we started with. Doesn't compile the glsl files. |
@pragma37 Sorry I was away for a while. I can confirm that malt is working for me now. I am able to load the glsl files. I will put it through the paces and see what I can do with it. At first blush, the interface, both the 3D viewport and properties panel respond a sluggishly. As I have been reading from the other threads, it is a different problem. But otherwise, hurray, it lives! Thanks for looking into this. Let me know if you need to see any more logs etc relating to this issue... |
If you want to see the current readout / logs from blender, I would recommend launching blender from terminal. It should give you the blow by blow reports on everything blender is doing. If you have never done it before. When you load up the terminal or gnome terminal application on your computer and simply type in "blender" and then hit enter. You can copy and paste (ctrl-shift-c) any of the text out of that and paste it into a text file. Otherwise to get the malt log. You can simply go into the edit > preferences > add-ons section and pull up the malt plugin. From there you can get to a quick button to pull up the malt session log. Hope that helps. |
@BerlinAW @Sorry-Im-Stupid |
I just downloaded a fresh development-branch zip (f70267d). It is certainly not the development branch.... Malt loads,however I am now showing compile problems when attempting to load .glsl files. Debug branch works. Release e8be159 |
This should be already fixed on the Development branch. The issue with AMD drivers was caused by specific characters on the line directive path. |
Hello, I'm attempting to use Malt, obviously, and I've run into a bug that I'm not seeing anywhere else.
EDIT: I have now read the previous bug report on this issue, remembering that I had seen it once before ( see my username). I will give a local compile another go, and report back.
I tried again to compile it, and it's failing again. Says it's missing pip. It occurs to me, if the blender python package is missing pip, the whole thing shouldn't work, right? I'm not a coder, I'm a 3D guy.
Am I needing to install a separate pip module and tell the compiler to use that? I don;t know how to do that, if that's what it is.
Malt installed just fine (I've tried this with a few releases, including attempting to compile it myself), and it seems to run just fine, but when I load up a .glsl file from the included samples, all I get is the following:
The file path between blender and these files is clear, and I've also checked that there are no blank spaces in folder names between them because that sometimes causes problems for me.
I've installed pip, I guess I didn't have it, somehow. The compile still says it's not there, and now when I try to use Malt it spits out this:
I'm running Linux Mint 20.1, on an old Dell workstation with 2x 4-core Xeon E5420. GPU MSI Radeon RX 580 (all up to date drivers and Kernel)
Any help here would be appreciated, as I'd really like to understand the 3D cartooney art style.
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