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.
griff_anaconda_normalmapped _v1.1
Moderators: winston, another_commander
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: griff_anaconda_normalmapped _v1.1
yes you're right, it needs an
somewhere around line 86, just before the line:
Good catch DGill, i'll update the oxp over at my box site
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)
Code: Select all
#endif
Code: Select all
void main(void)
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)
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
Re: griff_anaconda_normalmapped _v1.1
Thanks Griff