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#Actualharshman_chris

Posted 16 March 2013 - 06:50 PM

Is "reflectiveFactor" a sensible value? Try hardcoding it to 0.2 or something. Also, It looks like the fragment wasn't just blank, it didn't exist--this maybe points to a problem in your shader's compilation. Maybe also try expanding out the mix function (i.e. "(1.0-0.2)*baseColour.rgb+0.2*cubeColor").

-G

 

Already done, same result.

 

Edit:

 

So I set the outColour to vec4(1.0,1.0,1.0,1.0);

 

and then I run GEDebugger, and it doesnt break when I break on error, but if I ad one line, such as this.

 

Edit Again:

 

So the error I get is on the glDrawElements - GL_INVALID_OPERATION.

 

Which is one of two things:

 

GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped.

 

Neither of these seem to apply though to this type of issue.

 

 

finalColor.r = (baseColour.r * (1.0 - 0.2)) + (cubeColor.r * 0.2);
 

 

It will break on an error, so there must be an error I will have to get and output. It is not a compile or linking error though because those are output.

 

Edit Again:

 

So I have narrowed down the issue to adding the the result of the first and second parts of the lerp.

 

Here is the first lerp part

[attachment=14294:first.png]

 

The second lerp part

[attachment=14295:second.png]

 

So these when added causes an OpenGL error. What would cause two vec3's being added together to cause this error? Considering both are valid on there own, but added them breaks it?


#6harshman_chris

Posted 16 March 2013 - 06:49 PM

Is "reflectiveFactor" a sensible value? Try hardcoding it to 0.2 or something. Also, It looks like the fragment wasn't just blank, it didn't exist--this maybe points to a problem in your shader's compilation. Maybe also try expanding out the mix function (i.e. "(1.0-0.2)*baseColour.rgb+0.2*cubeColor").

-G

 

Already done, same result.

 

Edit:

 

So I set the outColour to vec4(1.0,1.0,1.0,1.0);

 

and then I run GEDebugger, and it doesnt break when I break on error, but if I ad one line, such as this.

 

Edit Again:

 

So the error I get is on the glDrawElements - GL_INVALID_OPERATION.

 

Which is one of two things:

 

GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped.

 

Neither of these seem to apply though to this type of issue.

 

 

finalColor.r = (baseColour.r * (1.0 - 0.2)) + (cubeColor.r * 0.2);
 

 

It will break on an error, so there must be an error I will have to get and output. It is not a compile or linking error though because those are output.

 

Edit Again:

 

So I have narrowed down the issue to adding the the result of the first and second parts of the lerp.

 

Here is the first lerp part

[attachment=14294:first.png]

 

The second lerp part

[attachment=14295:second.png]

 

So these when added causes an OpenGL error. What would cause two vec3's being added together to cause this error?


#5harshman_chris

Posted 16 March 2013 - 01:50 PM

Is "reflectiveFactor" a sensible value? Try hardcoding it to 0.2 or something. Also, It looks like the fragment wasn't just blank, it didn't exist--this maybe points to a problem in your shader's compilation. Maybe also try expanding out the mix function (i.e. "(1.0-0.2)*baseColour.rgb+0.2*cubeColor").

-G

 

Already done, same result.

 

Edit:

 

So I set the outColour to vec4(1.0,1.0,1.0,1.0);

 

and then I run GEDebugger, and it doesnt break when I break on error, but if I ad one line, such as this.

 

Edit Again:

 

So the error I get is on the glDrawElements - GL_INVALID_OPERATION.

 

Which is one of two things:

 

GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped.

 

Neither of these seem to apply though to this type of issue.

 

 

finalColor.r = (baseColour.r * (1.0 - 0.2)) + (cubeColor.r * 0.2);
 

 

It will break on an error, so there must be an error I will have to get and output. It is not a compile or linking error though because those are output.

 

Edit Again:

 

So I have narrowed down the issue to adding the the result of the first and second parts of the lerp.

 

Here is the first lerp part

[attachment=14294:first.png]

 

The second lerp part

[attachment=14295:second.png]

 

So these when added causes an OpenGL error.


#4harshman_chris

Posted 16 March 2013 - 01:23 PM

Is "reflectiveFactor" a sensible value? Try hardcoding it to 0.2 or something. Also, It looks like the fragment wasn't just blank, it didn't exist--this maybe points to a problem in your shader's compilation. Maybe also try expanding out the mix function (i.e. "(1.0-0.2)*baseColour.rgb+0.2*cubeColor").

-G

 

Already done, same result.

 

Edit:

 

So I set the outColour to vec4(1.0,1.0,1.0,1.0);

 

and then I run GEDebugger, and it doesnt break when I break on error, but if I ad one line, such as this.

 

Edit Again:

 

So the error I get is on the glDrawElements - GL_INVALID_OPERATION.

 

Which is one of two things:

 

GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped.

 

Neither of these seem to apply though to this type of issue.

 

 

finalColor.r = (baseColour.r * (1.0 - 0.2)) + (cubeColor.r * 0.2);
 

 

It will break on an error, so there must be an error I will have to get and output. It is not a compile or linking error though because those are output.


#3harshman_chris

Posted 16 March 2013 - 01:19 PM

Is "reflectiveFactor" a sensible value? Try hardcoding it to 0.2 or something. Also, It looks like the fragment wasn't just blank, it didn't exist--this maybe points to a problem in your shader's compilation. Maybe also try expanding out the mix function (i.e. "(1.0-0.2)*baseColour.rgb+0.2*cubeColor").

-G

 

Already done, same result.

 

Edit:

 

So I set the outColour to vec4(1.0,1.0,1.0,1.0);

 

and then I run GEDebugger, and it doesnt break when I break on error, but if I ad one line, such as this.

 

 

 

finalColor.r = (baseColour.r * (1.0 - 0.2)) + (cubeColor.r * 0.2);
 

 

It will break on an error, so there must be an error I will have to get and output. It is not a compile or linking error though because those are output.


#2harshman_chris

Posted 16 March 2013 - 01:18 PM

Is "reflectiveFactor" a sensible value? Try hardcoding it to 0.2 or something. Also, It looks like the fragment wasn't just blank, it didn't exist--this maybe points to a problem in your shader's compilation. Maybe also try expanding out the mix function (i.e. "(1.0-0.2)*baseColour.rgb+0.2*cubeColor").

-G

 

Already done, same result.

 

Edit:

 

So I set the outColour to vec4(1.0,1.0,1.0,1.0);

 

and then I run GEDebugger, and it doesnt break when I break on error, but if I ad one line, such as this.

 

 

 

finalColor.r = (baseColour.r * (1.0 - 0.2)) + (cubeColor.r * 0.2);
 

 

It will break on an error, so there must be an error I will have to get and output.


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