Re: Liners OXP
Posted: Thu Dec 06, 2012 8:31 pm
Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.
The bug was probably mainly cosmetic.pagroove wrote:Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.
Ha, yes, it all worked OK...Just didn't look good. Thargoid gave me the heads up a few days ago, and when I looked it was definitely not right! The strange thing is nobody noticed it sooner.pagroove wrote:Docking worked on my computer.
Well, the fact of the matter is that I never docked with an Emerald, and you don't see it from the distance.Smivs wrote:Ha, yes, it all worked OK...Just didn't look good. Thargoid gave me the heads up a few days ago, and when I looked it was definitely not right! The strange thing is nobody noticed it sooner.pagroove wrote:Docking worked on my computer.
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16:54:41.711 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for liners_tigershark.vertex:
>>>>> GLSL log:
0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR
16:54:41.711 [shader.load.failed]: ***** ERROR: Could not build shader liners_tigershark.vertex/liners_tigershark.fragment.
liners_tigershark.vertex
Hmmm, I wonder if the preprocessor error is caused by your graphics card not being very good with OpenGL?Mauiby de Fug wrote:What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 inCode: Select all
16:54:41.711 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for liners_tigershark.vertex: >>>>> GLSL log: 0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR 16:54:41.711 [shader.load.failed]: ***** ERROR: Could not build shader liners_tigershark.vertex/liners_tigershark.fragment.
liners_tigershark.vertex
<hands the Admiral a pistol, salutes, turns and leaves the room>another_commander wrote:No, it's a shader code error, one I'll never forgive myself for.
How comes it doesn't get seen by everyone though?another_commander wrote:No, it's a shader code error, one I'll never forgive myself for. I never thought this mistake would be so widely spread across OXPs.
No idea. I would dare say that drivers that don't report the error are the ones likely to be considered buggy. Believe me, it is an error.JazHaz wrote:How comes it doesn't get seen by everyone though?
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#define OO_TANGENT_ATTR 1 // <---- Define OO_TANGENT_ATTR to 1 so that Oolite gives correct tangent data to shader.
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#define OO_TANGENT_ATTR 1
#ifdef OO_TANGENT_ATTR
attribute vec3 tangent;
#else
const vec3 tangent = vec3(1.0, 0.0, 0.0);
#endif
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attribute vec3 tangent;