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Red screen on launching app #12

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deusclovis opened this issue Jan 18, 2017 · 0 comments
Open

Red screen on launching app #12

deusclovis opened this issue Jan 18, 2017 · 0 comments

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@deusclovis
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deusclovis commented Jan 18, 2017

I followed the instructions and managed to get rid of the errors. However, when I launched the app, I get a red screen instead of what I am supposed to see in step 14.

Even when I re-launch the app, I still see a red screen.

Anyone else get the same issue as me?

Here are the full logs when I launch the app:

================ ======== ================
2017-01-18 14:51:57.805998 ARpostcard2.0[395:51510] [DYMTLInitPlatform] platform initialization successful

2017-01-18 14:51:57.874299 ARpostcard2.0[395:51393] -> registered mono modules 0x101d81814
-> applicationDidFinishLaunching()
2017-01-18 14:51:57.996322 ARpostcard2.0[395:51393] Metal GPU Frame Capture Enabled
2017-01-18 14:51:57.996888 ARpostcard2.0[395:51393] Metal API Validation Enabled
-> applicationDidBecomeActive()
Renderer: Apple A9 GPU
Vendor: Apple Inc.
Version: OpenGL ES 2.0 Metal - 38.3
GLES: 2
GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r
ead_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 1946370688
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
OnLevelWasLoaded was found on WebCamBehaviour
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
System.WeakReference:GetObjectData(SerializationInfo, StreamingContext)
SA.IOSDeploy.ISD_Settings:ContainsLibWithName(String)
UnityEngine.UIVertex:.cctor()

[ line 375]
(Filename: Line: 375)

OnLevelWasLoaded was found on KeepAliveBehaviour
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
System.WeakReference:GetObjectData(SerializationInfo, StreamingContext)
SA.IOSDeploy.ISD_Settings:ContainsLibWithName(String)
UnityEngine.UIVertex:.cctor()

[ line 375]
(Filename: Line: 375)

-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)

  • _ZBufferParams.y))));
    highp vec4 tmpvar_4;
    tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
    highp vec4 tmpvar_5;
    tmpvar_5 = (_PreviousVP * tmpvar_4);
    highp vec4 tmpvar_6;
    tmpvar_6 = (_NonJitteredVP * tmpvar_4);
    highp vec2 tmpvar_7;
    tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
    highp vec2 tmpvar_8;
    tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
    tmpvar_2 = (tmpvar_8 - tmpvar_7);
    mediump vec4 tmpvar_9;
    tmpvar_9.zw = vec2(0.0, 1.0);
    tmpvar_9.xy = tmpvar_2;
    gl_FragDepthEXT = tmpvar_1.x;
    gl_FragData[0] = tmpvar_9;
    }
    -------- failed compiling:
    fragment evaluation shader
    WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
    ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'

Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
UnloadTime: 1.062625 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.349958 ms

Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 484.
Total: 1.017750 ms (FindLiveObjects: 0.049833 ms CreateObjectMapping: 0.038250 ms MarkObjects: 0.743791 ms DeleteObjects: 0.184750 ms)

-> applicationWillResignActive()
-> applicationDidEnterBackground()
-> applicationWillTerminate()
Setting up 1 worker threads for Enlighten.
Thread -> id: 16f233000 -> priority: 1

================ ======== ================

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