Replies: 10 comments 15 replies
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Looks like that GLSL version isn't supported by you hardware, so it didn't compile. I lowered it to version 130, so update and try again: |
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Hi Petter, terminal output of pip3 install ... : <(ursenv) op@wilk:~/WORK/PROJECTS/Python/00_PythonProjects/00_Ursina$ pip3 install https://github.com/pokepetter/ursina/archive/master.zip --upgrade error: invalid command 'bdist_wheel'ERROR: Failed building wheel for ursina |
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some other more sophisticated sample codes work quite well. Could it be that the size of the images or window/screen need to be adjusted to each other? |
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Petter, terminal output: error: invalid command 'bdist_wheel'ERROR: Failed building wheel for ursina |
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Hi Petter, |
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Petter,
which Ursina version ?
OK, I'm trying to figure out how to do this. |
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the window opens briefly and then it collapses along with the output below. from ursina import *
from ursina import shader
app = Ursina()
window.title = "ursina"
skybox_image = load_texture("sky_sunset.jpg")
Sky(texture=skybox_image, shader="None")
app.run() terminal output: |
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Yes, sorry: from ursina import *
app = Ursina()
window.title = "ursina"
skybox_image = load_texture("sky_sunset.jpg")
Sky(texture=skybox_image, shader=None)
app.run() but nothing has changed. The rendering looks the same as at the beginning. |
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I think the main issue is that you assume it's wrong when it's in fact supposed to look like that. Keep in mind the texture on Sky will cover the whole sky, not just the area you see currently. If you for example rotate the camera, you'll see that it makes sense. The texture doesn't loop properly, but that's a different issue. |
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I've found a solution. You need to use a skybox image (just get one from google). (JPG format is preferred) |
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Hello,
I tried the following code:
expecte to see:
but I get:
terminal output:
/playground/ursina/sky_02.py
/myvenv/lib/python3.8/site-packages/ursina
asset_folder: /playground/ursina
blender_paths:
{'default': '/usr/bin/blender'}
OS: posix
screen resolution: (1600, 900)
Known pipe types:
glxGraphicsPipe
(4 aux display modules not yet loaded.)
size; LVector2f(1280, 720)
render mode: default
:pnmimage:png(warning): iCCP: known incorrect sRGB profile
development mode: True
application successfully started
:display:gsg:glgsg(error): An error occurred while compiling GLSL vertex shader created-shader:
created-shader:1(10): error: GLSL 1.40 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES
:display:gsg:glgsg(error): An error occurred while compiling GLSL fragment shader created-shader:
created-shader:2(10): error: GLSL 1.40 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES
no filter quad
changed aspect ratio: 1.778 -> 1.333
OS: Kubuntu 20.04.1
how can I do it better and where is the fault?
Thanks
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