Re: [PyOpenGL-Users] Shader linking problems...
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From: Gijs <in...@bs...> - 2009-03-18 14:01:29
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On 3/18/09 2:36 PM, Nick Klepinger wrote:
> On Wed, Mar 18, 2009 at 6:12 AM, Gijs <in...@bs...
> <mailto:in...@bs...>> wrote:
>
> On 3/17/09 11:58 PM, bod...@gm...
> <mailto:bod...@gm...> wrote:
>
> Maybe, but I'm thinking not. The shaders compile fine, then
> error on linking.
> -----Original Message-----
> From: Ian Mallett<geo...@gm...
> <mailto:geo...@gm...>>
>
> Date: Tue, 17 Mar 2009 15:35:37
> To: PyOpenGL Users<pyo...@li...
> <mailto:pyo...@li...>>
> Subject: [PyOpenGL-Users] Shader linking problems...
>
> What is the error that you get?
>
> Regards, Gijs
>
>
> This is the what shows in the info log:
>
> Fragment shader(s) failed to link, vertex shader(s) failed to link.
> ERROR: 0:1: 'v' : syntax error parse error
> ERROR: compilation errors. No code generated.
>
> ERROR: 0:1: 'v' : syntax error parse error
> ERROR: compilation errors. No code generated.
>
> Here's the shaders I'm trying to load.
>
> varying vec3 pos;
> void main() {
> pos = gl_Vertex.xyz;
> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> }
>
> varying vec3 pos;
> void main() {
> gl_FragColor.rgb = pos.xyz;
> }
>
>
> Also, tried this last night on my laptop running Ubuntu Hardy, and it
> ran fine. This is error is showing up on XP.
>
> -bodiddlie
>
I've only seen this error occur when you print your log using the
program-object instead of the shader-object. You sure you're printing
the log from the correct object? (I'm sure there is an error otherwise
it would just run fine)
Regards, Gijs
PS: You also need to send a reply to the mailinglist :)
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