GLSL shaders in OpenGL ES 2.0 need precision qualification values. 2012/3/27 Mike Wozniewski <m...@mikewoz.com>
> Okay another update: > > I managed to successfully build OSG using Jordi's cmake toolchain. I still > needed to do another few things: > > - build my own universal freetype library for iOS and set the proper > variables in the toolchain > - add the CoreGraphics and ImageUI frameworks to the linker flags > - enable code signing > > So I can successfully build the example_osgViewerIPhone target, and it > runs on my device, but I don't see anything - just a blank viewer with the > standard blue background. > > There are some errors related to shaders not being attached properly: > > Code: > > Warning: detected OpenGL error 'invalid enumerant' at Before > Renderer::compile > VERTEX glCompileShader "" FAILED > VERTEX Shader "" infolog: > ERROR: 0:8: Use of undeclared identifier 'gl_FrontColor' > > FRAGMENT glCompileShader "" FAILED > FRAGMENT Shader "" infolog: > ERROR: 0:4: 'vec4' : declaration must include a precision qualifier for > type > ERROR: 0:5: Use of undeclared identifier 'base' > ERROR: 0:6: Use of undeclared identifier 'color' > ERROR: 0:6: Use of undeclared identifier 'gl_Color' > ERROR: 0:7: Use of undeclared identifier 'color' > > glLinkProgram "" FAILED > Program "" infolog: > ERROR: One or more attached shaders not successfully compiled > > > > > I don't see any shaders in the example... I guess this is something > upstream in OSG? Does anyone have an idea of why the example isn't working? > Are there any OpenGL ES 2.0 examples out there? > > Thanks, > Mike[/code] > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=46605#46605 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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