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Re: Liners OXP

Posted: Thu Dec 06, 2012 8:31 pm
by pagroove
Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.

Re: Liners OXP

Posted: Thu Dec 06, 2012 8:32 pm
by Commander McLane
pagroove wrote:
Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.
The bug was probably mainly cosmetic.

Re: Liners OXP

Posted: Thu Dec 06, 2012 8:35 pm
by Thargoid
Completely cosmetic - somehow the dock had been shifted into the model 100m or so. Hence whilst you could dock, you could also see stars going past between its edge and the front of the liner.

Didn't exactly look good ;)

Re: Liners OXP

Posted: Thu Dec 06, 2012 9:28 pm
by Smivs
pagroove wrote:
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.

Re: Liners OXP

Posted: Thu Dec 06, 2012 9:39 pm
by Commander McLane
Smivs wrote:
pagroove wrote:
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.
Well, the fact of the matter is that I never docked with an Emerald, and you don't see it from the distance.

I just tried it for the first time after I posted, and indeed, I could see the stars.

Re: Liners OXP

Posted: Wed Sep 04, 2013 5:06 pm
by Mauiby de Fug

Code: 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.
What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 in liners_tigershark.vertex

Re: Liners OXP

Posted: Wed Sep 04, 2013 6:17 pm
by JazHaz
Mauiby de Fug wrote:

Code: 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.
What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 in liners_tigershark.vertex
Hmmm, I wonder if the preprocessor error is caused by your graphics card not being very good with OpenGL?

Re: Liners OXP

Posted: Wed Sep 04, 2013 7:01 pm
by another_commander
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.

Re: Liners OXP

Posted: Wed Sep 04, 2013 7:07 pm
by Cody
another_commander wrote:
No, it's a shader code error, one I'll never forgive myself for.
<hands the Admiral a pistol, salutes, turns and leaves the room>

Re: Liners OXP

Posted: Wed Sep 04, 2013 7:30 pm
by JazHaz
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.
How comes it doesn't get seen by everyone though?

Re: Liners OXP

Posted: Wed Sep 04, 2013 7:41 pm
by another_commander
JazHaz wrote:
How comes it doesn't get seen by everyone though?
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.

Re: Liners OXP

Posted: Wed Sep 04, 2013 10:06 pm
by Smivs
The mug person responsible for hosting this OXP hasn't got a clue about this clever shadery stuff :roll: so could someone confirm that to fix this all I need to do is delete line 1

Code: Select all

#define OO_TANGENT_ATTR 1  // <---- Define OO_TANGENT_ATTR to 1 so that Oolite gives correct tangent data to shader.
from the liners_tigershark.vertex file?

Re: Liners OXP

Posted: Thu Sep 05, 2013 6:02 pm
by Svengali
Get rid of the whole head part

Code: Select all

#define OO_TANGENT_ATTR 1
#ifdef OO_TANGENT_ATTR
attribute vec3 tangent;
#else
const vec3 tangent = vec3(1.0, 0.0, 0.0);
#endif
and simply use

Code: Select all

attribute vec3 tangent;

Re: Liners OXP

Posted: Thu Sep 05, 2013 6:07 pm
by Smivs
Thank you :)

<heads off to the OXP workshop...>

Re: Liners OXP

Posted: Thu Sep 05, 2013 6:37 pm
by Smivs
<...returns!>
v1.6 is now available with the fix suggested above. Hopefully this will clear-up this problem for good. Thanks again, Svengali.