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A whole bunch of shader errors...

Discussion and information relevant to creating special missions, new ships, skins etc.

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Mauiby de Fug
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Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

A whole bunch of shader errors...

Post by Mauiby de Fug »

I have no idea what's causing all this, or why. The only new oxps I loaded before this happened were the Kirin ones, but I took them out and the errors still turned up. Gameplay doesn't seem to be affected, or at least, I haven't noticed anything...

Any ideas?

(Sorry for the massive logfile, but as I know absolutely nothing about shaders, I didn't know which bits weren't relevant...)

Code: Select all

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Linux at 2010-10-25 13:47:09 +0000.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: X11 native resolution detected: 1440 x 900
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
    /usr/lib/Oolite/oolite.app/Resources
    AddOns
    ~/.Oolite/AddOns
    ~/.Oolite/AddOns/tori.oxp
    ~/.Oolite/AddOns/Ste3cV1.4.oxp
    ~/.Oolite/AddOns/Galactic_Navy 5.2.2.oxp
    ~/.Oolite/AddOns/Snoopers2.0.8.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE_set_E.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE_set_C.oxp
    ~/.Oolite/AddOns/BGS-A1.2.oxp
    ~/.Oolite/AddOns/Superhubv1.2.oxp
    ~/.Oolite/AddOns/wolfmk2.oxp
    ~/.Oolite/AddOns/Lave Academy 1.20.oxp
    ~/.Oolite/AddOns/Dictators v1.4.oxp
    ~/.Oolite/AddOns/diamondback.oxp
    ~/.Oolite/AddOns/thargoid_wars 4.5.oxp
    ~/.Oolite/AddOns/System_Redux.oxp
    ~/.Oolite/AddOns/Commies.oxp
    ~/.Oolite/AddOns/Lave.oxp
    ~/.Oolite/AddOns/werewolf.oxp
    ~/.Oolite/AddOns/Tori2.01.oxp
    ~/.Oolite/AddOns/Rock_Hermit_Locator1.3.2.oxp
    ~/.Oolite/AddOns/PAGroove_Stations_v1.2.2.oxp
    ~/.Oolite/AddOns/captKev_dodo.oxp
    ~/.Oolite/AddOns/Anarchies2.3.oxp
    ~/.Oolite/AddOns/MilHUD-v3.4.oxp
    ~/.Oolite/AddOns/Deep Horizons - Lights Down.oxp
    ~/.Oolite/AddOns/isisinterstellar.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE_set_A.oxp
    ~/.Oolite/AddOns/spyhunter 1.1.oxp
    ~/.Oolite/AddOns/military Fiasco 2.5.oxp
    ~/.Oolite/AddOns/gwxstations.oxp
    ~/.Oolite/AddOns/longway 1.1.oxp
    ~/.Oolite/AddOns/buoyRepair1.02.6.oxp
    ~/.Oolite/AddOns/black_baron.oxp
    ~/.Oolite/AddOns/wolfwoods_variants.oxp
    ~/.Oolite/AddOns/BlOomberg Markets v2.2.oxp
    ~/.Oolite/AddOns/adcks_behemoths_v1.2.oxp
    ~/.Oolite/AddOns/Blackjacksbullion js v1.24.oxp
    ~/.Oolite/AddOns/Taranis 1.2.oxp
    ~/.Oolite/AddOns/Tianve1.3.oxp
    ~/.Oolite/AddOns/reduxed.oxp
    ~/.Oolite/AddOns/The Feudal States v1.9.3.oxp
    ~/.Oolite/AddOns/supercobra 1.4.2.oxp
    ~/.Oolite/AddOns/Diso.oxp
    ~/.Oolite/AddOns/Saleza v2.2.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE_set_D.oxp
    ~/.Oolite/AddOns/Welcome Mat 1.10.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE_set_F.oxp
    ~/.Oolite/AddOns/ionics-1.3.oxp
    ~/.Oolite/AddOns/AsteroidStorm 4.0.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE_set_B.oxp
    ~/.Oolite/AddOns/globestation2.0.oxp
    ~/.Oolite/AddOns/tgy_dev.oxp
    ~/.Oolite/AddOns/neocaduceus.oxp
    ~/.Oolite/AddOns/griff_shipset_dizzy's_all_in_1.oxp
    ~/.Oolite/AddOns/DeepspaceShip.oxp
    ~/.Oolite/AddOns/PlanetFall 1.30.oxp
    ~/.Oolite/AddOns/RandomHits1.4.5.oxp
    ~/.Oolite/AddOns/FTZ v0.15.oxp
    ~/.Oolite/AddOns/YOUR_AD_HERE.oxp
    ~/.Oolite/AddOns/vamp3a.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.9-devel")
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Intel(R) 965GM GEM 20100330 DEVELOPMENT x86/MMX/SSE2
[rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_NV_light_max_exponent, GL_APPLE_packed_pixels, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_ATI_texture_env_combine3, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_MESA_pack_invert, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_APPLE_vertex_array_object, GL_ARB_texture_swizzle, GL_EXT_subtexture, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ATI_envmap_bumpmap, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_EXT_texture, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_MESA_window_pos, GL_ARB_fragment_program_shadow, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_MESA_ycbcr_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_SGIS_texture_border_clamp, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ATI_blend_equation_separate, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_cull_vertex, GL_ARB_occlusion_query, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
[rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[shipData.load.begin]: Loading ship data.
[script.load.world.listAll]: Loaded 43 world scripts:
    Anarchies 2.3
    AsteroidStorm 4.00
    behemoth 2.5.4
    BGS-M 1.2
    blackbaron 1.74
    blackjacks 1.22
    buoyRepair 1.02.6
    Caduceus Damage Control Node 2.0
    communist_population 2.11
    dictators.js 1.0
    feudal-challenge.js 5.0
    feudal-mission.js 3.0
    feudal-planetfall.js 2.0
    feudal-promotion.js 3.0
    feudal-ranks.js 2.0
    feudal-tournament.js 5.0
    free-trade-zone
    GalNavy Build 0139
    genericHUDswitch.js 1.01, modified by Wyvern
    hofd GalNavy Build 118 / HOFD Build 55
    ionics_v_rlf 1.3
    LaveAcademy 1.2
    long_way_round
    military_fiasco 2.5
    oolite-cloaking-device 1.74.2
    oolite-constrictor-hunt 1.74.2
    oolite-nova 1.74.2
    oolite-thargoid-plans 1.74.2
    oolite-tianve 1.3
    oolite-trumbles 1.74.2
    PAGroove_superhubPopulator 1.1
    Pi-Forty-Two Con stores 4.1.4
    PlanetFall 1.3
    Random_Hits 1.4.5
    rockHermit_Locator 1.3.3
    saleza.js 1.0
    SE-main-script 2.2
    snoopers 2.0.8
    spy_hunter
    System Redux 1.2 1.2
    taranis_one
    thargoid_wars 4.5
    Welcome Information Script 1.1
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 43 world scripts:
    Anarchies 2.3
    AsteroidStorm 4.00
    behemoth 2.5.4
    BGS-M 1.2
    blackbaron 1.74
    blackjacks 1.22
    buoyRepair 1.02.6
    Caduceus Damage Control Node 2.0
    communist_population 2.11
    dictators.js 1.0
    feudal-challenge.js 5.0
    feudal-mission.js 3.0
    feudal-planetfall.js 2.0
    feudal-promotion.js 3.0
    feudal-ranks.js 2.0
    feudal-tournament.js 5.0
    free-trade-zone
    GalNavy Build 0139
    genericHUDswitch.js 1.01, modified by Wyvern
    hofd GalNavy Build 118 / HOFD Build 55
    ionics_v_rlf 1.3
    LaveAcademy 1.2
    long_way_round
    military_fiasco 2.5
    oolite-cloaking-device 1.74.2
    oolite-constrictor-hunt 1.74.2
    oolite-nova 1.74.2
    oolite-thargoid-plans 1.74.2
    oolite-tianve 1.3
    oolite-trumbles 1.74.2
    PAGroove_superhubPopulator 1.1
    Pi-Forty-Two Con stores 4.1.4
    PlanetFall 1.3
    Random_Hits 1.4.5
    rockHermit_Locator 1.3.3
    saleza.js 1.0
    SE-main-script 2.2
    snoopers 2.0.8
    spy_hunter
    System Redux 1.2 1.2
    taranis_one
    thargoid_wars 4.5
    Welcome Information Script 1.1
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
0:20(25): preprocessor error: syntax error, unexpected INTEGER_STRING, expecting IDENTIFIER or ')'
0:18(1): preprocessor error: Unterminated #if



[shader.load.failed]: ***** ERROR: Could not build shader anarchies-salvager-tunnel.vertex/anarchies-salvager-tunnel.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
0:21(25): preprocessor error: syntax error, unexpected INTEGER_STRING, expecting IDENTIFIER or ')'
0:19(1): preprocessor error: Unterminated #if



[shader.load.failed]: ***** ERROR: Could not build shader anarchies-salvager-tunnel.vertex/anarchies-salvager-tunnel-pipes.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for domshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader domshaderv.vertex/domshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for dbshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader dbshaderv.vertex/dbshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
  [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for vrshaderv.vertex:
>>>>> GLSL log:
0:8(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



[shader.load.failed]: ***** ERROR: Could not build shader vrshaderv.vertex/vrshaderf.fragment.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-10-25 14:08:29 +0000.
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Mauiby de Fug
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Post by Mauiby de Fug »

Well, I've been playing a fair bit more, and some of Griff's ships, such as the Cobra Mark 1, are turning out some sort of shiny blue, rather than their usual metallic colour... But others, such as his Gecko (I think), seem fine.

It occurs to me - I've just updated Ubuntu from Lucid Lynx to Maverick Meerkat, could that have something to do with it?
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Post by Cody »

Most of Griff’s ships have 'random' colour schemes, and the Cobra Mk I is one of the most apparent. Is that what you’re seeing?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Post by Mauiby de Fug »

I've never seen much of a colour scheme - they mostly tend to be an undecorated but impressive metallic texture as seen on the wiki:

http://wiki.alioth.net/index.php/Griff_Industries

Although I can only run with shader mode "simple", not "full".

Instead, 'tis mainly blue!
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Post by Killer Wolf »

can i hijack this and just ask outta curiousity : why does the log not list the OXPs in alphabetic order, but it does so that for the scripts? just wondering!
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Post by Mauiby de Fug »

I have absolutely no idea - I'd be interested if anyone could tell me, too! I've wondered if it might not be loading things alphabetically and that there might be a chance that things are getting overwritten in the wrong order, but as you say, the scripts are in alphabetical order, and I haven't had any problems with it. At least, none that I'm, aware of! 'Tis always the same order, too, so I wonder how it decides!
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Post by Eric Walch »

Mauiby de Fug wrote:
I have absolutely no idea - I'd be interested if anyone could tell me, too! I've wondered if it might not be loading things alphabetically and that there might be a chance that things are getting overwritten in the wrong order, but as you say, the scripts are in alphabetical order, and I haven't had any problems with it. At least, none that I'm, aware of! 'Tis always the same order, too, so I wonder how it decides!
That oxp's can load in non-alphabetical order is new to me. I assume its the OS that determines the order in which the files are offered to Oolite.
For the scripts its more clear, Oolite does:

Code: Select all

 [displayNames sortedArrayUsingSelector:@selector(caseInsensitiveCompare:)]
Just before listing them in the log. So its explicit sorting them in alphabetical order. Its is very easy to also log the OXP's alphabetical by inserting above sorting command, but I think its better to show the actual loading order as it now happens.
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Post by Mauiby de Fug »

Back to my original problem:

Most of the shader errors appear to be caused by shaders used by Killer Wolf in his oxps, namely:
reduxed.oxp
diamondback.oxp
vamp3a.oxp
werewolf.oxp

All of these contain the line

Code: Select all

#define OO_TANGENT_ATTR 1  // <---- Define OO_TANGENT_ATTR to 1 so that Oolite gives correct tangent data to shader. 
As far as I can tell, none of the other oxps I use contain this line, and when I removed those listed above, I don't seem to get any of the errors appearing in the log.

This doesn't mention why I sometimes get something mentioning anarchies, although I'm currently not in an Anarchy system, and I'd need to find one with a Salvage gang to see if removing the above oxps solves the problem, whatever it may be. It also doesn't explain why I don't seem to see anything unusual with the ships produced by KW in his oxps (although I don't tend to be too close to them - I'm usually trying to shake them off my tail and firing at them with my rear laser to avoid them!), but do get odd effects with some of griff's cobbys.

This has only started happening since I upgraded Ubuntu from Lucid to Maverick. Looking at an old log (which I saved due to other errors which I posted on the forum, and now resides in the Rubbish Bin) the differences are as follows:

Lucid (no apparent problems):

Code: Select all

[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.9-devel")
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Intel(R) 965GM GEM 20100330 DEVELOPMENT x86/MMX/SSE2
[rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_NV_light_max_exponent, GL_APPLE_packed_pixels, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_ATI_texture_env_combine3, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_MESA_pack_invert, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_APPLE_vertex_array_object, GL_ARB_texture_swizzle, GL_EXT_subtexture, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ATI_envmap_bumpmap, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_EXT_texture, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_MESA_window_pos, GL_ARB_fragment_program_shadow, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_MESA_ycbcr_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_SGIS_texture_border_clamp, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ATI_blend_equation_separate, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_cull_vertex, GL_ARB_occlusion_query, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
[rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
Maverick (currently running and is producing the errors):

Code: Select all

[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 7.9-devel")
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Intel(R) 965GM GEM 20100330 DEVELOPMENT x86/MMX/SSE2
[rendering.opengl.extensions]: OpenGL extensions (123):
GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_EXT_pixel_buffer_object, GL_ARB_half_float_vertex, GL_IBM_multimode_draw_arrays, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_INGR_blend_func_separate, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_NV_light_max_exponent, GL_APPLE_packed_pixels, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_ATI_texture_env_combine3, GL_NV_texture_env_combine4, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_MESA_pack_invert, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_APPLE_vertex_array_object, GL_ARB_texture_swizzle, GL_EXT_subtexture, GL_MESA_texture_signed_rgba, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ATI_envmap_bumpmap, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_EXT_texture, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_APPLE_object_purgeable, GL_ARB_shadow, GL_EXT_blend_subtract, GL_MESA_window_pos, GL_ARB_fragment_program_shadow, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_MESA_ycbcr_texture, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_ARB_fragment_program, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_range_elements, GL_EXT_blend_logic_op, GL_ARB_pixel_buffer_object, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_3DFX_texture_compression_FXT1, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_fragment_shader, GL_OES_EGL_image, GL_EXT_polygon_offset, GL_SGIS_texture_border_clamp, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ATI_blend_equation_separate, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_OES_read_format, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_EXT_cull_vertex, GL_ARB_occlusion_query, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
[rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
If anyone has any clue as to what's going on, I'd be most happy to hear!
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Post by another_commander »

Mauiby de Fug wrote:

Code: Select all

#define OO_TANGENT_ATTR 1  // <---- Define OO_TANGENT_ATTR to 1 so that Oolite gives correct tangent data to shader. 
This line should not be there in the shader code. It has been the result of some bad advice I gave Griff long time ago (long story, I had failed to pay attention to some very basic stuff, meh). Somehow it looks it has survived the test of time. Just take it out and a lot of your hassles will hopefully be over.
This has only started happening since I upgraded Ubuntu from Lucid to Maverick.
Maybe it's a long shot and I could be wrong as I don't use Linux, but how did you install Oolite in the first place? Could it be that you initially installed from autopackage, but when you upgraded to Maverick, the broken 1.19.3 GNUstep was installed in place of the version that was there before?
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Post by Mauiby de Fug »

another_commander wrote:
Could it be that you initially installed from autopackage, but when you upgraded to Maverick, the broken 1.19.3 GNUstep was installed in place of the version that was there before?
The thought had occurred to me... I originally installed Oolite by downloading from the Oolite website and using autopackage to install it. I've uninstalled it and reinstalled from the repository. As a result, my GNUstep version is (as far as I can tell) 1.20.1 from debs.oolite.org, and I'm still having the problems.
Just take it out and a lot of your hassles will hopefully be over.
Excellent! I'll give it a go and see what happens!
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Post by Mauiby de Fug »

Well, I've deleted the offending line as you suggested, and indeed, all the error messages have now disappeared! Thank you!

Unfortunately, I'm still getting some odd-looking cobbies... Or at least, they are in the shipyard - I haven't seen them in flight again yet!
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Post by Mauiby de Fug »

Some screenshots to show you what my problem is...

An example of a Cobra Mark 1
Image

A Cobra Mark 3 in flight
Image

As you can see, sometimes I can get normal ships...
Image

...and blue ships in the same shipyard!
Image

This was some form of rock hermit I ran into a little bit ago with the same problem, although I don't recognize where it some from...
Image
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Post by Smivs »

Oh dear! And as the song says...

"There ain't no cure for the Sometimes Blues". :lol:
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Post by Cody »

An inexpert opinion, but it may be a clash of oxp’s. Try removing them, as per this method:

Step 0: Pull all of your OXP's.

Step 1: Add half of the uninstalled OXP's back in.

Step 2: Does the problem still occur?

If no, go to step 1.
If yes, remove half of the OXP's that you installed in the last step.

Step 3: go to step 2.

Keep looping through this process, you'll narrow it down to ONE oxp. That's your troublemaker.

(above method borrowed from a Cmd. Cheyd post… it often works)
I would advise stilts for the quagmires, and camels for the snowy hills
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Post by Eric Walch »

Normal maps are blue. It seems that it for some reason is using the normal map for the texture. That it likely a shader bug. And maybe a bug that only happens in simple mode.
And did this all work with Oolite 1.73? There have been some changes that some bad shader-code that worked with 1.73 now will be ignored.
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