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texturelab's Issues

unexpected Transform2D behavior

I wanted to transform something across edges / corners / seams and got weird results.
Even I found a workaround though, It feels buggy and strange for me

TL_Transform_bug
Also I would like to see a visual control for the transform parameters in the texture / 2D view.

System: Xubuntu
texturelab version: v0.3.0

16 bit support

8_bit_artefact
currently only 8 bit is supported and that leads to artefacts like this

Some nodes give different results when changing resolution

When I made my first texture with texturelab I wanted to export it at an higher resolution and got a different result.
Then I found out that some nodes change when changing resolution, like the blur, directional blur, bevel or warp node while others worked as expected.

TL_resolution_bug

System: Xubuntu
texturelab version: v0.3.0

blank screen running Linux build 0.2.0

When loading the Linux builds provided from https://njbrown.itch.io/texturelab via zip or appimage and loading builds from current github texturelab source nothing but a dark gray window briefly that turns to white appears and that's it. Launching from the terminal reveals its crashing with seccomp-bpf failure in syscall 0230 3 times in a row and then just sits there.

[retro@retro-mcp TextureLabLinux-v0.2.0]$ ./texturelab 
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230
[retro@retro-mcp TextureLabLinux-v0.2.0]$

Here is a screenshot of texturelab window and my terminal under it.

image

I give it a few minutes and nothing happens, forcing me to kill the process to unload it.

This is on Manjaro Linux 64bit KDE with an AMD Ryzen 7 2700X, Nvidia GTX 1660 running current Nvidia proprietary driver. If you need any other info related to this issue I would be happy to share.

I thought it was one of the dependencies on my system and not texturelab, but the required dependencies seem to be installed.

some errors like this

ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/common/color.d.ts
85:9 An accessor cannot be declared in an ambient context.
83 | readonly rgba: RGBA;
84 | private _hsla;

85 | get hsla(): HSLA;
| ^
86 | private _hsva;
87 | get hsva(): HSVA;
88 | constructor(arg: RGBA | HSLA | HSVA);
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/common/color.d.ts
87:9 An accessor cannot be declared in an ambient context.
85 | get hsla(): HSLA;
86 | private _hsva;
87 | get hsva(): HSVA;
| ^
88 | constructor(arg: RGBA | HSLA | HSVA);
89 | equals(other: Color): boolean;
90 | /**
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/common/event.d.ts
158:9 An accessor cannot be declared in an ambient context.
156 | * to events from this Emitter
157 | /
158 | get event(): Event;
| ^
159 | /
*
160 | * To be kept private to fire an event to
161 | * subscribers
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/common/event.d.ts
210:9 An accessor cannot be declared in an ambient context.
208 | private emitter;
209 | readonly event: Event;
210 | set input(event: Event);
| ^
211 | dispose(): void;
212 | }
213 | export {};
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/common/lifecycle.d.ts
13:19 An accessor cannot be declared in an ambient context.
11 | static None: Readonly;
12 | protected _toDispose: IDisposable[];
13 | protected get toDispose(): IDisposable[];
| ^
14 | private _lifecycle_disposable_isDisposed;
15 | dispose(): void;
16 | protected _register(t: T): T;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/common/linkedList.d.ts
6:9 An accessor cannot be declared in an ambient context.
4 | private _last;
5 | private _size;
6 | get size(): number;
| ^
7 | isEmpty(): boolean;
8 | clear(): void;
9 | unshift(element: E): () => void;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menu/menu.d.ts
33:9 An accessor cannot be declared in an ambient context.
31 | parentData: ISubMenuData;
32 | private _onDidCancel;
33 | get onDidCancel(): Event;
| ^
34 | constructor(container: HTMLElement, options?: IMenuOptions, closeSubMenu?: () => void);
35 | setAriaLabel(label: string): void;
36 | private isTriggerKeyEvent;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
48:9 An accessor cannot be declared in an ambient context.
46 | setupMenubar(): void;
47 | private onClick;
48 | get onVisibilityChange(): Event;
| ^
49 | get onFocusStateChange(): Event;
50 | dispose(): void;
51 | blur(): void;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
49:9 An accessor cannot be declared in an ambient context.
47 | private onClick;
48 | get onVisibilityChange(): Event;
49 | get onFocusStateChange(): Event;
| ^
50 | dispose(): void;
51 | blur(): void;
52 | setStyles(style: IMenuStyle): void;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
57:17 An accessor cannot be declared in an ambient context.
55 | private hideMenubar;
56 | private showMenubar;
57 | private get focusState();
| ^
58 | private set focusState(value);
59 | private get isVisible();
60 | private get isFocused();
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
58:17 An accessor cannot be declared in an ambient context.
56 | private showMenubar;
57 | private get focusState();
58 | private set focusState(value);
| ^
59 | private get isVisible();
60 | private get isFocused();
61 | private get isOpen();
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
59:17 An accessor cannot be declared in an ambient context.
57 | private get focusState();
58 | private set focusState(value);
59 | private get isVisible();
| ^
60 | private get isFocused();
61 | private get isOpen();
62 | private setUnfocusedState;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
60:17 An accessor cannot be declared in an ambient context.
58 | private set focusState(value);
59 | private get isVisible();
60 | private get isFocused();
| ^
61 | private get isOpen();
62 | private setUnfocusedState;
63 | private focusPrevious;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
61:17 An accessor cannot be declared in an ambient context.
59 | private get isVisible();
60 | private get isFocused();
61 | private get isOpen();
| ^
62 | private setUnfocusedState;
63 | private focusPrevious;
64 | private focusNext;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
66:17 An accessor cannot be declared in an ambient context.
64 | private focusNext;
65 | private updateMnemonicVisibility;
66 | private get mnemonicsInUse();
| ^
67 | private set mnemonicsInUse(value);
68 | private onMenuTriggered;
69 | private onModifierKeyToggled;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/menubar.d.ts
67:17 An accessor cannot be declared in an ambient context.
65 | private updateMnemonicVisibility;
66 | private get mnemonicsInUse();
67 | private set mnemonicsInUse(value);
| ^
68 | private onMenuTriggered;
69 | private onModifierKeyToggled;
70 | private isCurrentMenu;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/themebar.d.ts
11:16 An accessor cannot be declared in an ambient context.
9 | constructor();
10 | protected registerTheme(theme: Theme): void;
11 | static get win(): Theme;
| ^
12 | static get mac(): Theme;
13 | }
14 | export interface CssStyle {
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/themebar.d.ts
12:16 An accessor cannot be declared in an ambient context.
10 | protected registerTheme(theme: Theme): void;
11 | static get win(): Theme;
12 | static get mac(): Theme;
| ^
13 | }
14 | export interface CssStyle {
15 | addRule(rule: string): void;
ERROR in D:/ELECTRON/texturelab/node_modules/custom-electron-titlebar/lib/titlebar.d.ts
94:9 An accessor cannot be declared in an ambient context.
92 | * get the options of the titlebar
93 | /
94 | get options(): TitlebarOptions;
| ^
95 | /
*
96 | * Update the background color of the title bar
97 | * @param backgroundColor The color for the background
ERROR in D:/ELECTRON/texturelab/src/lib/designer.ts
63:5 Type 'CanvasRenderingContext2D | WebGLRenderingContext' is not assignable to type 'WebGLRenderingContext'.
Type 'CanvasRenderingContext2D' is missing the following properties from type 'WebGLRenderingContext': drawingBufferHeight, drawingBufferWidth, activeTexture, attachShader, and 429 more.
61 | this.canvas.width = this.width;
62 | this.canvas.height = this.height;
63 | this.gl = this.canvas.getContext("webgl2");
| ^
64 |
65 | this.nodes = new Array();
66 | this.conns = new Array();

Customizing the layout may result in missing window that gone forever.

It's not an easy issue but it could happen and there's no way to fix it beside restart the program.

Step to replicate the bug (Removing a window)

  1. Move all window out of a frame into other frame, make it blank black frame.
  2. Try to move other window back into that frame. There should be the rectangle dots to indicate where the window will goes.
  3. Try place and replace it into the blank frame some more time, Some time there will be no rectangle dots indicator. If the window were drop at this moment, It's gone forever. Until the program were restart and the interface revert back to its initial places.

I have try this many time, It take effort but I can even make the program became full blank screen.
But this can be happen accidentally.

Missing 3D view
Screenshot 2021-08-19 041843

Video of me try to remove some of the window
https://user-images.githubusercontent.com/30751699/129976178-0ef059dc-cb29-4c1d-a249-7b0313bd609e.mp4

Loss of 3D View texture after node manipulation.

This occurs on the current code base or the last few nightlies for Linux & Windows builds available from the Discord channel.

image

-Open TL, use the default nodes that it opens with, add a brick generator into a colorizer node then plug into the output node that's set to the albedo channel just to give the 3d view an easy to see pattern and color.
-Change the output node that links from the normal node from the normal texture channel to emission. The 3d view model turns the current color of the normal channel.
-Change that output node back to the normal texture channel and the 3d view does not change.
-Unconnect the normal map node from the output node that is set to normal texture channel the 3d view doesn't change.
-Reconnect normal map node to output node set to normal texture channel and the 3d view doesn't change.
-Change the output node connected to the normal map node to none the 3d view turn solid white(no shading).
-Change that same output node to emission again and the 3d view turns the color of the normal channel.
-Now change the color of the same node and the 3d view doesn't change.

The only thing I seem to be able to do to change the 3D view texture is to change the out to emission.

It pretty much stays like this until you exit out of TL and restart.

After all that, upon further testing I find this to happen after changing any node's texture channel to emission than to none.

Export to shadertoy (or three.js)

This application is so cool. I like how easy it is to connect components and that there are many ready to use ones.

I just have a suggestion to add a glsl exporter (to shadertoy).

Thanks :)

TextureLab defaults to the integrated gpu instead of dedicated on a laptop that has both

TextureLab defaults to the integrated gpu instead of the dedicated gpu on a laptop that has both. There does appear to be a way to force electron apps to chose dedicated by default (as mentioned on discord). This is just a tracking issue to ensure it's not forgotten.

Platform: Windows 10
GPU-0: Intel UHD 630
GPU-1: GeForce GTX 1070 with Max-Q Design (4.5.0 NVIDIA 451.67)

Invert normal for 3d view.

Would be quite useful to be able to invert normal in 3d view in case there is mismatch between Texturelab and target application. Sure you can use invert node but then you have to remember to unplug it before export every time.

what does the height node mean

After I import a normal map in the image node, I link it to "height" node, expecting baking a height map.

However, after I check the source code, I found it just simply sample from the normal map's R/G/B channel as output.

does that exactly mean height ? Thanks!

Export Nodes to Blender

It would be awesome if there was some kinda of link between TextureLab and Blender that allowed node translations of some sort or material creation. Being able to modify/use inside ob Blender would be even crazier.

Feature request: Multiple image inputs for Tile Sampler

This would be really great to add variation to the sampler. It should randomly choose one of the images when it creates a tile.

This is very useful to add variation. It could be used to improve the "grass and rocks" example to include more than one rock shape this way. Thank you!

Flood Fill Sampler Node is Very Unstable

Hi there! I hope you are doing great @njbrown!
I was using TextureLab yesterday and I found out a new node called "Flood Fill sampler". This is a great node that can be tile an image in a particular way with amazing parameters such as random rotation, random scale, and random position.
However, when I started using it, I found it very unstable. It was giving me some problems.
First of all, if you try to use random scaling, it clamps the output. This is the original image:

Screenshot_20210823_180257

Now, this is what happens with random scaling:

Screenshot_20210823_180336

Adjusting the precision hasn't helped. I also have seen that there is a problem with the random rotation:

Screenshot_20210823_180438

It creates some weird lines (see the tiles at the side).

Unable to install using either NPM or Yarn

For now I'll focus on NPM. Got these as errors:

npm ERR! Linux 5.3.0-28-generic
npm ERR! argv "/usr/bin/node" "/usr/bin/npm" "install"
npm ERR! node v8.10.0
npm ERR! npm  v3.5.2
npm ERR! code EREADFILE

npm ERR! Error extracting /home/peter/.npm/custom-electron-titlebar/3.2.1/package.tgz archive: ENOENT: no such file or directory, open '/home/peter/.npm/custom-electron-titlebar/3.2.1/package.tgz'
npm ERR! 
npm ERR! If you need help, you may report this error at:
npm ERR!     <https://github.com/npm/npm/issues>

npm ERR! Please include the following file with any support request:
npm ERR!     /home/peter/prj-src/extapps/texturelab/npm-debug.log

Ubuntu 18.03
Python 3.9.0a3

copy and paste bug

steps to reproduce:

1: copy and paste a node (the new pasted node is highlighted)
2: change some parameters

expected: the new pasted node is changed
result: the original node is changed instead

to change the pasted node you need to deselect and re-select it before

TL_copy_and_paste_bug

System: Xubuntu
texturelab version: v0.3.0

Feature request: Zoom with Alt + rightclick for 2d view

Wanted to recommend Alt + rightclick or Ctrl + rightclick for zooming for the 2d view for wacom or graphics tablet users due to the absence of mouse scroll wheel when using these devices.

Any combination using right click, I think is fine.

Cheers.

Really looking forward to the next release. Hope you are doing well. More power to you.

Import declaration conflicts with local declaration of 'UVGenerator', and how can i use 'npm start' command?

Type checking in progress...

App running at:

ERROR in D:/Projects/Electron/texturelab/node_modules/three/src/geometries/ExtrudeGeometry.d.ts
2:10 Import declaration conflicts with local declaration of 'UVGenerator'.
1 | import { CurvePath } from './../extras/core/CurvePath';

2 | import { UVGenerator } from './ExtrudeGeometry';
| ^
3 | import { Vector2 } from './../math/Vector2';
4 | import { Vector3 } from './../math/Vector3';
5 | import { Shape } from './../extras/core/Shape';
ERROR in D:/Projects/Electron/texturelab/node_modules/three/src/materials/ShaderMaterial.d.ts
1:10 Import declaration conflicts with local declaration of 'ShaderMaterialParameters'.
1 | import { ShaderMaterialParameters } from './ShaderMaterial';
| ^
2 | import { IUniform } from '../renderers/shaders/UniformsLib';
3 | import { MaterialParameters, Material } from './Material';
4 |
Version: typescript 3.9.6
Time: 6045ms

Browser-based client

Really cool project! The biggest advantage of procedurally generated textures is they can take merely kilobytes compared to megabytes of prerendered textures. This means a browser-based enviroment can benefit from these immensely. They can make browser games, galleries and other 3D enviornments load 10x faster and use less bandwith of the creator's CDN. I've been working on a browser-based game engine for a while and the textures have always been an issue(even when using webp with client-side transcoding, they're still the heaviest element). I see that there's a branch converting the whole project to Qt but what about going the other way? Considering the project is already running in Electron would it be complicated to transform it into a fully browser-based solution utilising WebGL/GPU? It would be cool to have something like ShaderToy but for procedural textures plus integrations with different environments i.e. Three.js or Blender to load the textures directly from a link in development and bundle them in production.

P.S. .kkrieger was too far ahead of its time but the progress in the browsers' tech enables client-side procedurally generated textures to be something practical now.

minimum texture resolution size

​I've seen more and more mappers & modder use Substance Designer not realizing there was a Linux build of it. I was searching for free and open-source alternatives to it that run under Linux when I found Texturelab.

I work with a lot of older games like doom, quake, quake 2, etc and the minimum resolution size of 256 is huge relatively speaking in comparison to those game textures. Texturelab's smallest size is

Screenshot_20200614_141548

Sure you can use 256 and scale it down, but that adds extra steps and it sometimes helps r to work in the actual texture size you need when making textures. This may fall under the lacking UI elements you mention on the website.

It would be nice to be able to pick your own sizes or at least offer a few smaller sizes than 256x256.

Crop node??

This is a great software. Wanted to ask if a node that crops part of an image can be added to the node library. Or a node that can seperate say a leaf atlas based on rows and columns and scatter or splatter them on a surface.

Thanks and keep up the good work

Language support

要是可以载入语言配置让这个软件可以支持多种语言就好了

TextureLab crashes on Ubuntu 20.04

OS: Ubuntu Linux 20.04
GPU: GeForce RTX 2060 SUPER
CPU: AMD Ryzen 7 1800X

There is a strange problem. There are two computers here, both use (xfce) XUbuntu 20.04.
TextureLab works fine on my 2-core Celeron shoebox. But on the other (Ryzen based) PC it just opens a white window.

TextureLab's Console feedback (Ryzen system). I tried the TextureLab-AppImage and the TextureLab from compressed archive.

# The AppImage
leonard@LuckDragon:~$ TextureLabLinux-v0.2.0.AppImage 
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230

# Decompressed from archive
leonard@LuckDragon:~$ cd app/TextureLab/
leonard@LuckDragon:~/app/TextureLab$ ls
chrome_100_percent.pak  chrome-sandbox  libEGL.so     libGLESv2.so          LICENSES.chromium.html  natives_blob.bin  resources.pak      swiftshader  v8_context_snapshot.bin
chrome_200_percent.pak  icudtl.dat      libffmpeg.so  LICENSE.electron.txt  locales                 resources         snapshot_blob.bin  texturelab
leonard@LuckDragon:~/app/TextureLab$ ./texturelab 
../../sandbox/linux/seccomp-bpf-helpers/sigsys_handlers.cc:**CRASHING**:seccomp-bpf failure in syscall 0230

Just now I refreshed both Ubuntu systems with
sudo apt update; sudo apt upgrade
Still the same issue on the other Pc.

Better Normal Map node.

Right now the range on normal map is quite useless. RGB channels for tiny details basically just go seperate directions. So for a tiny detail even range 2 produces bad effect.

Is there any app integration?

I know that Substance Designer has 3ds max, unity and Maya integration and I just thought I'd ask if texturelab has any of these. I've never actually used substance or texturelab, however I'm trying to pick one for making textures to use in unity and 3ds max (my 3d modelling software)

Drawing node for quick shaping and masking

P1
P2

Which if you have 2 drawnodes you can merged them together to create something cool
For example the first drawing could be a leaf, while the 2nd can be the steam or veins of the leaf.
Plus you can use the blur nodes or other nodes just to spice it up a bit.

Could also be using for many things like concepting or fixing up/clean up!

Curvature.

I see there is no curvature node. Any workaround I am not thinking about?

By the way really nice looking app. All it misses now is extra hundreds of nodes :).

stonegrass example causes GPU timeout on its default resolution (and higher)

The stonegrass example, if left at its default resolution of 1024x1024, causes GPU timeouts (at least with amdgpu.gpu_recovery=1).

The GPU recovery is followed by the complete failure of texturelab's rendered UI elements, as shown here:

image

From looking at the rendering timings, my theory is that this is due to an intensive use of the Tile Sampler node.

It is worth noting that the following two steps avoid the crash:

  1. Extremely quickly after loading the file, change the resolution to 512x512 from its default of 1024x1024. If done in time (feature request: update mode of 'None' that persists across loaded files), the crash will be averted.
  2. After performing 1, one may reduce the row and column counts to 30x30 - it will then be safe to increase resolution to 1024x1024. It is not safe to increase resolution to 2048x2048.

OS: Ubuntu 22.04.1 LTS (Ubuntu MATE with compositor disabled)
Hardware: AMD Ryzen 3 3200U with Radeon Vega Mobile Gfx

glxinfo Extended renderer info details:

Extended renderer info (GLX_MESA_query_renderer):
    Vendor: AMD (0x1002)
    Device: AMD Radeon Vega 3 Graphics (raven2, LLVM 13.0.1, DRM 3.42, 5.15.0-52
-generic) (0x15d8)
    Version: 22.0.5
    Accelerated: yes
    Video memory: 2048MB
    Unified memory: no
    Preferred profile: core (0x1)
    Max core profile version: 4.6
    Max compat profile version: 4.6
    Max GLES1 profile version: 1.1
    Max GLES[23] profile version: 3.2

dmesg header (kernel command-line options, etc.):

[    0.000000] Linux version 5.15.0-52-generic (buildd@lcy02-amd64-032) (gcc (Ubuntu 11.2.0-19ubuntu1) 11.2.0, GNU ld (GNU Binutils for Ubuntu) 2.38) #58-Ubuntu SMP Thu Oct 13 08:03:55 UTC 2022 (Ubuntu 5.15.0-52.58-generic 5.15.60)
[    0.000000] Command line: BOOT_IMAGE=/boot/vmlinuz-5.15.0-52-generic root=UUID=6e30e75a-1dc6-4bf9-8298-b9b7eaf57cdc ro amdgpu.gpu_recovery=1 amdgpu.gpu_recovery=1 quiet splash vt.handoff=7

dmesg output caused by timeouts:

[24391.081498] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx timeout, but soft recovered
[24436.906387] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx timeout, but soft recovered
[24554.667974] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx timeout, but soft recovered

Export feature produces invalid zip

Environment: Linux Mint 19.3 64-bit (Cinnamon)
Version: 0.1.0
Description: When I'm trying to open the exported texture zip and not all channels are defined, the zip file comes out invalid (unreadable) for the GNOME archive manager. It looks like you're using a binary export instead of the proper library or Electron abstraction layer.

Btw you should really set up issue templates. It makes them way more readable and manageable.

Can I use this with shader graph

Is this supposed to be something that is basically shader graph in a separate application without using shaders or something that can be used with it? To me, it seems like the former, because shader graph basically seems like the exact same thing.

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