Hello, I was just going through the options for the first time and decided to test the "Enable 3d dice" feature when everything crashed. Below I'll be posting the console log as per your bug report instructions. I'm using Chrome (Version 32.0.1700.77) on Mac OS X 10.6.8 (10K549) The log is as follows: PDATE GL SIZE! app.js?1389999192:22 Finished after going 2 levels deep. app.js?1389999192:31 Roll d20 app.js?1389999192:34 executing group roll! app.js?1389999192:34 creating scene! app.js?1389999192:34 renderer already added app.js?1389999192:34 done with mesh! app.js?1389999192:34 heard external roll! app.js?1389999192:34 Already rendering, can't show dice roll! app.js?1389999192:34 2WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost (index):1 shape is ready app.js?1389999192:34 null app.js?1389999192:10 precision highp float;
#define MAX_DIR_LIGHTS 1
#define MAX_POINT_LIGHTS 0
#define MAX_SPOT_LIGHTS 0
#define MAX_SHADOWS 1
#define SHADOWMAP_SOFT
uniform mat4 viewMatrix;
uniform vec3 cameraPosition;
vec4 pack_depth( const in float depth ) {
const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
vec4 res = fract( depth * bit_shift );
res -= res.xxyz * bit_mask;
return res;
}
void main() {
gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
} app.js?1389999192:10 null app.js?1389999192:10 precision highp float;
#define VERTEX_TEXTURES
#define MAX_DIR_LIGHTS 1
#define MAX_POINT_LIGHTS 0
#define MAX_SPOT_LIGHTS 0
#define MAX_SHADOWS 1
#define MAX_BONES 50
#define SHADOWMAP_SOFT
uniform mat4 objectMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
attribute vec2 uv2;
#ifdef USE_COLOR
attribute vec3 color;
#endif
#ifdef USE_MORPHTARGETS
attribute vec3 morphTarget0;
attribute vec3 morphTarget1;
attribute vec3 morphTarget2;
attribute vec3 morphTarget3;
#ifdef USE_MORPHNORMALS
attribute vec3 morphNormal0;
attribute vec3 morphNormal1;
attribute vec3 morphNormal2;
attribute vec3 morphNormal3;
#else
attribute vec3 morphTarget4;
attribute vec3 morphTarget5;
attribute vec3 morphTarget6;
attribute vec3 morphTarget7;
#endif
#endif
#ifdef USE_SKINNING
attribute vec4 skinVertexA;
attribute vec4 skinVertexB;
attribute vec4 skinIndex;
attribute vec4 skinWeight;
#endif
#ifdef USE_MORPHTARGETS
#ifndef USE_MORPHNORMALS
uniform float morphTargetInfluences[ 8 ];
#else
uniform float morphTargetInfluences[ 4 ];
#endif
#endif
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
#ifdef USE_MORPHTARGETS
vec3 morphed = vec3( 0.0 );
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
#ifndef USE_MORPHNORMALS
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
#endif
morphed += position;
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
#endif
#ifndef USE_MORPHTARGETS
#ifndef USE_SKINNING
gl_Position = projectionMatrix * mvPosition;
#endif
#endif
} app.js?1389999192:10 Could not initialise shader
VALIDATE_STATUS: null, gl error [37442] app.js?1389999192:11 Uncaught TypeError: Cannot set property 'uniforms' of null