griff_anaconda_normalmapped _v1.1

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DGill
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griff_anaconda_normalmapped _v1.1

Post by DGill »

The Latest.log (oolite-trunk-1.79.0.9559d48-dev.x64) had the following error:

00:48:45.432 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for griff_anaconda_gun.fragment:
>>>>> GLSL log:
0(37) : error C7102: unmatched #if
00:48:45.432 [shader.load.failed]: ***** ERROR: Could not build shader griff_normalmap_ships.vertex/griff_anaconda_gun.fragment.

Not sure if the error arose because the anaconda was destroyed or because of a mistake in the griff_anaconda_gun.fragment file; I did notice that there is no #endif following the #ifdef at line 37 - but not sure if an #endif is required.
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Griff
Oolite 2 Art Director
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Re: griff_anaconda_normalmapped _v1.1

Post by Griff »

yes you're right, it needs an

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#endif 
somewhere around line 86, just before the line:

Code: Select all

void main(void)
Good catch DGill, i'll update the oxp over at my box site :D
These have all been moved into an 'Old OXP Archive' folder for the time being, the plan being to update them all with new shaders that work a lot closer to the way the default Oolite shader works (especially how the lighting is calculated)
DGill
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Re: griff_anaconda_normalmapped _v1.1

Post by DGill »

Thanks Griff
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