Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualAks9

Posted 02 November 2012 - 09:52 AM

Why do you need this feature? If it is for the learning sake only, please wait until stable drivers release.
There are several sources of the problem.

What drivers are you using? GL_ARB_explicit_uniform_location is the part of GLSL 4.3 core spec, not 4.2. If you are using NV 310.xx drivers, then there could be a bug, since they are in a beta phase. If you are using previous releases, then you should check whether the extension is supported and probably enable it explicitly in GLSL (if it is supported).

I guess you don't have support GL_ARB_explicit_uniform_location and the reason it works for the first uniform is accidental correspondence with compiler's associated locations. NV uses alphabetical order of names. So, locations are as follows:
0 - mvp
2 - texture0
1 - overlay_color

Before trying to use some new feature check if it is presented and read specification to understand how it works. ;)

#1Aks9

Posted 02 November 2012 - 07:28 AM

Why do you need this feature? If it is for the learning sake only, please wait until stable drivers release.
There are several sources of the problem.

What drivers are you using? GL_ARB_explicit_uniform_location is the part of GLSL 4.3 core spec, not 4.2. If you are using NV 310.xx drivers, then there could be a bug, since they are in a beta phase. If you are using previous releases, then you should check whether the extension is supported and probably enable it explicitly in GLSL (if it is supported).

I guess you don't have support GL_ARB_explicit_uniform_location and the reason it works for the first uniform is accidental correspondence with compiler's associated locations. NV use alphabetical order of names. So, locations are as follows:
0 - mvp
2 - texture0
1 - overlay_color

Before trying to use some new feature check if it is presented and read specification to understand how it works. ;)

PARTNERS