AGAL validation failed. Latest Git

Software: Away3D 4.x

John Brookes, Moderator
Posted: 06 July 2011 06:07 PM   Total Posts: 732

Just done an update on Git

Latest git
https://github.com/away3d/away3d-core-broomstick/commit/c6dacfd5b5668b1c70d86dcd8d51d8e4400d60d7

ArgumentError: Error #3615: AGAL validation failed: Program size below minimum length for program.
at flash.display3D::Program3D/upload()
at away3d.core.managers::AGALProgram3DAssembler/assemble()[C:\Git\c6dacfd\src\away3d\core\managers\AGALProgram3DAssembler.as:58]
at away3d.materials.passes::MaterialPassBase/updateProgram()[C:\Git\c6dacfd\src\away3d\materials\passes\MaterialPassBase.as:280]
at away3d.materials.passes::DefaultScreenPass/updateProgram()[C:\Git\c6dacfd\src\away3d\materials\passes\DefaultScreenPass.as:479]
at away3d.materials.passes::MaterialPassBase/activate()[C:\Git\c6dacfd\src\away3d\materials\passes\MaterialPassBase.as:243]
at away3d.materials.passes::DefaultScreenPass/activate()[C:\Git\c6dacfd\src\away3d\materials\passes\DefaultScreenPass.as:344]
at away3d.materials::MaterialBase/activatePass()[C:\Git\c6dacfd\src\away3d\materials\MaterialBase.as:314]
at away3d.materials::BitmapMaterial/activatePass()[C:\Git\c6dacfd\src\away3d\materials\BitmapMaterial.as:64]
at away3d.core.render::DefaultRenderer/drawRenderables()[C:\Git\c6dacfd\src\away3d\core\render\DefaultRenderer.as:101]
at away3d.core.render::DefaultRenderer/draw()[C:\Git\c6dacfd\src\away3d\core\render\DefaultRenderer.as:48]
at away3d.core.render::RendererBase/executeRender()[C:\Git\c6dacfd\src\away3d\core\render\RendererBase.as:328]
at away3d.core.render::RendererBase/render()[C:\Git\c6dacfd\src\away3d\core\render\RendererBase.as:309]
at away3d.containers::View3D/render()[C:\Git\c6dacfd\src\away3d\containers\View3D.as:351]
at indi001::LoaderAWD1Test2View/handleEnterFrame()[C:\JB\IndiEstate\src\indi001\LoaderAWD1Test2View.as:443]


error: wrong number of operands. found 2 but expected 3.
  at line 4 sub fc1.xkil ft1.w
[Fault] exception, information=ArgumentError: Error #3615: AGAL validation failed: Program size below minimum length for program.

   

John Wilson, Member
Posted: 10 July 2011 06:41 AM   Total Posts: 62   [ # 1 ]

Hi,

I’m getting a similar error:


ArgumentError: Error #3615: AGAL validation failed: Program size below minimum length for program.
at flash.display3D::Program3D/upload()
at away3d.core.managers::AGALProgram3DCache/setProgram3D()
at away3d.materials.passes::MaterialPassBase/updateProgram()
at away3d.materials.passes::DefaultScreenPass/updateProgram()
at away3d.materials.passes::MaterialPassBase/activate()
at away3d.materials.passes::DefaultScreenPass/activate()
at away3d.materials::MaterialBase/activatePass()
at away3d.core.render::DefaultRenderer/drawRenderables()
at away3d.core.render::DefaultRenderer/draw()
at away3d.core.render::RendererBase/executeRender()
at away3d.core.render::RendererBase/render()
at away3d.containers::View3D/render()
at Main/handleEnterFrame()

   

John Brookes, Moderator
Posted: 11 July 2011 01:01 PM   Total Posts: 732   [ # 2 ]

Stiil same error on todays 11th July Git
Diffuse method seems to be the problem for me.

BasicDiffuseMethod(BitmapMaterial(YourMesh.material).diffuseMethod).alphaThreshold = .5

   

Richard, Newbie
Posted: 11 July 2011 03:39 PM   Total Posts: 7   [ # 3 ]

Yup, I’ve just encountered this problem :(

   

Avatar
David Lenaerts, Administrator
Posted: 11 July 2011 04:54 PM   Total Posts: 80   [ # 4 ]

Hi,

This issue should be fixed now. If it still occurs, or if any other AGAL Validation happens, please check the debug trace output and paste that along with the error, and what materials or shader methods you’re using. that usually helps a lot grin

Cheers!
David

   

bakajin, Newbie
Posted: 18 April 2012 06:32 PM   Total Posts: 24   [ # 5 ]

Oh dear,

I am also getting this now

ArgumentError: Error #3615: AGAL validation failed: Program size below minimum length for program.
at flash.display3D::Program3D/upload()
at away3d.core.managers::AGALProgram3DCache/setProgram3D()[away3d\core\managers\AGALProgram3DCache as:99]
at away3d.materials.passes::MaterialPassBase/updateProgram()[away3d\materials\passes\MaterialPassBase as:318]
at away3d.materials.passes::DefaultScreenPass/updateProgram()[away3d\materials\passes\DefaultScreenPass as:595]
at away3d.materials.passes::MaterialPassBase/activate()[away3d\materials\passes\MaterialPassBase as:233]
at away3d.materials.passes::DefaultScreenPass/activate()[away3d\materials\passes\DefaultScreenPass as:462]
at away3d.materials::MaterialBase/activatePass()[away3d\materials\MaterialBase as:319]
at away3d.core.render::DefaultRenderer/drawRenderables()[away3d\core\render\DefaultRenderer as:143]
at away3d.core.render::DefaultRenderer/draw()[away3d\core\render\DefaultRenderer as:89]
at away3d.core.render::RendererBase/executeRender()[away3d\core\render\RendererBase as:254]
at away3d.core.render::DefaultRenderer/executeRender()[away3d\core\render\DefaultRenderer as:53]
at away3d.core.render::RendererBase/render()[away3d\core\render\RendererBase as:219]
at away3d.containers::View3D/render()[away3d\containers\View3D as:518]
at onEnterFrame()[:370]

Material settings are from an example:

material = new TextureMaterial(new BitmapTexture(contentLoader getBitmapData("texture"))); //(new BitmapTexture(new Diffuse() bitmapData));
 
material lightPicker lightPicker;
 
material gloss 10;
 
material specular 3;
 
material ambientColor 0x303040;
 
material ambient 1;
 
diffuseMethod = new BasicDiffuseMethod();
 
specularMethod = new BasicSpecularMethod(); 

Im loading up a series of obj files. They link mtl files (which I dont really need. Possibly only the base model, but that was working fine before.) This started happening when i copied some of the code setting up the vertexAnimator from the MD2Parser[dot]as

Any clues would be really helpful.

Thanks

O

   

bakajin, Newbie
Posted: 20 April 2012 10:30 AM   Total Posts: 24   [ # 6 ]

Hm,

nope it doesn’t seem to relate to the mtl files.
I’ve narrowed it down to the following code:

private function onAssetComplete(event:AssetEvent):void
   {
    
if (event.asset.assetType == AssetType.MESH && event.asset.assetNamespace == "obj"
     
{
      Model 
event.asset as Mesh;
      
Model.material material;
      
      var 
frm Number = new Number(interfaceData.mesh.@frames -1);
problem script >>>        var geo Geometry Model.geometry;
problem script >>>        geo.animation = new VertexAnimation(frmVertexAnimationMode.ABSOLUTE);
                
      if(
interfaceData.mesh.frame)
       
{
        ShapeAnimation 
= new VertexAnimator(Model.animationState as VertexAnimationState);
        
ShapeSequence = new VertexAnimationSequence(interfaceData.mesh.@animation.toString());
        
       
}
      scene
.addChild(Model);
     

Commenting out that code fixes this error, but reintroduces a problem of empty poses.
Anyone with any clues?
I started getting these errors when I changed the way I set up the VertexAnimator.
Previously I had no problem with this, everything loaded fine, model displayed.
Alas it seems I was setting up the VertexAnimator all wrong (poses).

Lost again.

O

   
   

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