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 :) |