Thread: Re: [PyOpenGL-Users] Shader doesn't compile with Python 3
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From: Stuart de M. <stu...@gm...> - 2013-05-06 20:06:34
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Hello, I came also across this issue, when using pyopengl 3.0.2 with python 3.3.0 , the following code Shader = compileShader("""#version 330 in vec4 position; void main() { gl_Position = position; }""", GL_VERTEX_SHADER) fShader = compileShader("""#version 330 out vec4 outputColor; void main() { outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); }""", GL_FRAGMENT_SHADER) generated the following error: RuntimeError: ('Shader compile failure (0): b\'Vertex shader failed to compile with the following errors:\\nERROR: 0:1: error(#132) Syntax error: "b" parse error\\nERROR: error(#273) 1 compilation errors. No code generated\\n\\n\'', [b'#version 330\n\nin vec4 position;\nvoid main()\n{\n gl_Position = position;\n}'], GL_VERTEX_SHADER) this was remedied by commenting out line 217 in shaders.py def compileShader(source, shaderType): """Compile shader source of given type source -- GLSL source-code for the shader shaderType -- GLenum GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc, returns GLuint compiled shader reference raises RuntimeError when a compilation failure occurs """ if isinstance(source, str): source = [ source ] #source = [ as_bytes(s) for s in source ] # offending line shader = glCreateShader(shaderType) Hope this is of use, Stuart <http://sourceforge.net/mailarchive/forum.php?thread_name=CAD2qLTBocP8i2RjOcJsRDO48D1Gmi25fVt_T6hgO0gQP7cJhcw%40mail.gmail.com&forum_name=pyopengl-users> |