Shiny Black Monks

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

Moderators: winston, another_commander

User avatar
Zieman
---- E L I T E ----
---- E L I T E ----
Posts: 680
Joined: Tue Sep 01, 2009 11:55 pm
Location: in maZe

Shiny Black Monks

Post by Zieman »

Just installed 1.74 and found it very enjoyable.

One funny thing that happened though was that many shader utilising OXP stuff (especially Griff Constores in Your Ad Here OXP) suddenly became more colourful and got a couple extra kilowatts to their light generators.

Extreme example (specularity/emissions -related?) is Black Monk Gunship in Shady Blackmonks OXP (click the pic for better view):
Image

And this was right at the Witchspace exit point, the system's sun nowhere near...
...and keep it under lightspeed!

Friendliest Meteor Police that side of Riedquat

[EliteWiki] Far Arm ships
[EliteWiki] Z-ships
[EliteWiki] Baakili Far Trader
[EliteWiki] Tin of SPAM
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Re: Shiny Black Monks

Post by DaddyHoggy »

Zieman wrote:
Just installed 1.74 and found it very enjoyable.

One funny thing that happened though was that many shader utilising OXP stuff (especially Griff Constores in Your Ad Here OXP) suddenly became more colourful and got a couple extra kilowatts to their light generators.

Extreme example (specularity/emissions -related?) is Black Monk Gunship in Shady Blackmonks OXP (click the pic for better view):
Image

And this was right at the Witchspace exit point, the system's sun nowhere near...
I notice the gun sub-entity is unaffected, which might be a clue...
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2479
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

That appears to be some sort of .fragment shader related freak out in the oxp, i'll bet my hat it's my good friend gl_TexCoord[0] back to haunt me, let me just grab the oxp for a quick look through the shader and i'll get back to you

edit: hmm, well it's not gl_TexCoord[0] as that's also in the shaders for the ships wings and turret subentities and they're not glowing, so it might be something to do with the oxp using the old original method of listing textures in the shipdata.plist, it looks like it's getting it's wires crossed somewhere and using the wrong texture for the glowmap, it'll need a small rewrite of the shaders part in the shipdata.plist to sort, i'll have a bash at it now
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Griff wrote:
...it'll need a small rewrite of the shaders part in the shipdata.plist to sort, i'll have a bash at it now
It happened somewhere in the 1.74 development. Some old type shaders stopped working correctly.
I noticed this same change with the mining hopper of random hits. (Probably needs the same change)

But also the shader from freaky thargoids is no longer working as original. Instead of a radial pulsing colours, all colours now pulse simultaneously.
That shader is also used in some other thargoid containing oxp.s like thargon thread or second wave. With this shader it does not look wrong but is just not working as intended.

And I had an old version of griffs normal mapped coriolis station. That station misses the normal maps with 1.74. The shaders in the current version of griffs station works correct. Just look at your station and when it doesn't look as before you should upgrade.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6626
Joined: Wed Feb 28, 2007 7:54 am

Post by another_commander »

If the model is using shaders and there are references to tex0, tex1 etc., then the shipdata uniforms definition should be updated as indicated in the release notes:
The 1.74 release notes wrote:
Shaders no longer have implicit tex0, tex1 etc. uniforms. Easily fixed: uniforms = ( tex0 = { type = "texture"; value = 0; }, … );
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2479
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

Ok, i've updated this OXP, i've taken out the gl_TexCoord[0] thing, edited the shipdata.plist and the shaders to use properly named texture uniforms (no more tex0, tex1) etc and added in materials so that some effects are still available for no shader systems, for instance here's the monkbranch running on a pc with shaders set to off
Image
oo, nice and glowy, sorely tempted to do away with the shaders in this oxp altogether and just use materials, especially since the shaders still use that nasty light macro

i've updated the oxp, the link on the wiki is still correct but the oxp now requires at least version 1.74 of oolite (because of the new materials)
Last edited by Griff on Mon Jun 14, 2010 2:03 pm, edited 1 time in total.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Griff wrote:
i've updated the oxp, the link on the wiki is still correct but the oxp now requires at least version 1.74 of oolite (because of the new materials)
Um, no they don’t. :-) The emission maps will just be ignored in 1.73 and earlier. ’s called “graceful degradation”.
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2479
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Post by Griff »

oh, that's good to know, i wasn't sure if oolite would reject the plist or something when it saw the extract channel stuff in the materials settings, i'll set the requires.plist back to v1.71 for the oxp.

Ahruman, i've been using the example you gave in the progress thread as a template for these new materials setings, eg, here's what i've been adding to this oxp

Code: Select all

	materials = 
		{ 
			"griff_blackmonks_station_hull_diffuse.png" = 
			{ 
				diffuse_map = "griff_blackmonks_station_hull_diffuse.png"; 
				specular_map = { name = "griff_blackmonks_station_hull_diffuse.png"; extract_channel = "a"; }; 
				specular_color = ( 0.5630, 0.4389, 0.2180  );  // Applies when specular map is not used (no shaders) 
				shininess = 5; 
				emission_map  = "griff_blackmonks_station_hull_glow.png"; 
			}; 
		};
should i or shouldn't i have the the specular map specified, i'm confused as to whether i need to include it or not in the materials definitions

Code: Select all

specular_map = { name = "griff_blackmonks_station_hull_diffuse.png"; extract_channel = "a"; };
since the shader in the oxp is handling specular mapping for simple & full shader mode and it doesn't seem to have any effect when shaders are off, i should remove it shouldn't i? It's only going to be used if there were no shaders defined isn't it?
Last edited by Griff on Mon Jun 14, 2010 2:30 pm, edited 1 time in total.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Griff wrote:
since the shader in the oxp is handling specular mapping for simple & full shader mode and it doesn't seem to have any effect when shaders are off, i should remove it shouldn't i? It's only going to be used if there were no shaders defined isn't it?
Correct! Have some more pie.
User avatar
Fatleaf
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 1988
Joined: Tue Jun 08, 2010 5:11 am
Location: In analysis mode on Phaelon
Contact:

Post by Fatleaf »

Are you sure it just wasn't a ship from the "Bank Of The Pink nuns!"
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Shiny Black Monks

Post by Switeck »

DaddyHoggy wrote:
I notice the gun sub-entity is unaffected, which might be a clue...
BlackMonks.oxp\Models\gun.dat calls for guntex.PNG
...but that doesn't exist in BlackMonks.oxp\Textures
Instead there is a guntext.png
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Shiny Black Monks

Post by Commander McLane »

Switeck wrote:
DaddyHoggy wrote:
I notice the gun sub-entity is unaffected, which might be a clue...
BlackMonks.oxp\Models\gun.dat calls for guntex.PNG
...but that doesn't exist in BlackMonks.oxp\Textures
Instead there is a guntext.png
So it's your choice which one to rename. :wink:

By the way, neither name is acceptable under the guidelines for unique file naming™. All filenames (and entity names) should be preceded by a unique identifier (preferable OXP name or scripter's name, or an abbreviation thereof). If LittleBear ever releases a new version of BlackMonks.oxp, that would be one ot the things to consider.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: Shiny Black Monks

Post by Eric Walch »

Commander McLane wrote:
By the way, neither name is acceptable under the guidelines for unique file naming™. All filenames (and entity names) should be preceded by a unique identifier (preferable OXP name or scripter's name, or an abbreviation thereof). If LittleBear ever releases a new version of BlackMonks.oxp, that would be one ot the things to consider.
That name is still quite unique compared to "engines.png" and "cannon.png" that were part of the old black monks. There you almost have a guarantee for naming conflicts with other oxp's.

However, I have version 1.12 of the shady Black monks. That version no longer contains "guntex.PNG", so its already corrected. Just a pity that the wiki gives no clue about a version info. Its only the upload date that makes me think that its the same version as I have.
User avatar
Mauiby de Fug
---- E L I T E ----
---- E L I T E ----
Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

Re: Shiny Black Monks

Post by Mauiby de Fug »

Switeck wrote:
DaddyHoggy wrote:
I notice the gun sub-entity is unaffected, which might be a clue...
BlackMonks.oxp\Models\gun.dat calls for guntex.PNG
...but that doesn't exist in BlackMonks.oxp\Textures
Instead there is a guntext.png
Eric Walch wrote:
However, I have version 1.12 of the shady Black monks. That version no longer contains "guntex.PNG", so its already corrected. Just a pity that the wiki gives no clue about a version info. Its only the upload date that makes me think that its the same version as I have.
BlackMonks.oxp refers to the non-shady version, which is version 1.1 (the one on the wiki), and this problem hadn't been corrected. It also had various .png and .PNG case-sensitivity errors, many of which are documented in the forums, but have not been fixed in an uploaded version.

Shady_blackmonks.oxp is the one at version 1.12, in which I think these things had been sorted out. However, my computer couldn't handle the shaders, as I recall, or else there were other problems and I hadn't had quite so much experience in understanding oxps then. So I didn't spend too much time rooting around inside it.

I eventually took these out of my AddOns folder, as one didn't work with my comp, and the other required too much fixing for me to be bothered (I was only just getting started in discovering this fantastic game!), and I didn't use the Black Monks anyway - they were only in my game for ambiance. At some point I may have a bash at sorting them out, but I can't be bothered at the moment! There are too many other exciting oxps around!
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Shiny Black Monks

Post by Switeck »

There still some shader-related freakouts with Shady Black Monks and Oolite v1.75.2 trunk?
I'm getting this on it:

12:51:51.937 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:51.953 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:51.953 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:51.953 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:51.968 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:51.968 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:51.968 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:51.968 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:51.984 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:51.984 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:51.984 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:51.984 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:51.984 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:51.984 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.000 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.000 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:52.000 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:52.000 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:52.000 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.000 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.015 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.015 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:52.015 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:52.015 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:52.015 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.015 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.031 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.031 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:52.031 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:52.031 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:52.031 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.031 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.046 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.046 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:52.046 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:52.046 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:52.046 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.046 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.062 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.062 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.

12:51:52.062 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.062 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.078 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.078 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:52.078 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:52.078 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:52.078 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.078 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.093 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.093 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.

12:51:52.093 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.093 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.093 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.109 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
12:51:52.109 [script.javaScript.willLoad]: About to load JavaScript Resources/Scripts/oolite-default-ship-script.js
12:51:52.109 [script.javaScript.load.success]: Loaded JavaScript: oolite-default-ship-script 1.75.2 -- Standard script for ships.
12:51:52.109 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.109 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.109 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.109 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.

12:51:52.125 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.125 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment in full complexity mode, trying simple mode.
12:51:52.125 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment:
>>>>> GLSL log:
Fragment shader uses varying v_pos but vertex shader does not write to it.
Fragment shader uses varying v_normal but vertex shader does not write to it.

12:51:52.125 [shader.load.failed]: ***** ERROR: Could not build shader griff_blackmonk_station_dockingbay.vertex/griff_all_blackmonk_turrets.fragment.
Post Reply