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 Post subject: Re: AmigaOS4 OpenGLES
PostPosted: Sun Nov 11, 2018 6:20 pm 
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Joined: Tue May 05, 2009 10:57 am
Posts: 74
Location: amigans.net
bgK wrote:
I would much rather find a way to look up the glesv2 library on your system rather than adding a special case. On my setup, I can lookup the glesv2 library using "pkg-config glesv2 --libs" does that work for you?

Quote:
pkg-config glesv2 --libs
gnome-config: Unknown command
gnome-config failed returncode 10
Package glesv2 was not found in the pkg-config search path.
Perhaps you should add the directory containing `glesv2.pc'
to the PKG_CONFIG_PATH environment variable
No package 'glesv2' found


glesv2.pc is nowhere to be found in my sdk


Last edited by Raziel on Sun Nov 11, 2018 6:24 pm, edited 1 time in total.

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 Post subject: Re: AmigaOS4 OpenGLES
PostPosted: Sun Nov 11, 2018 6:23 pm 
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Joined: Tue May 05, 2009 10:57 am
Posts: 74
Location: amigans.net
Someone at the amigans forum suggested to to exchange "bool filpY" with "int flipY", doing that gives me another error...and i'm not sure if the rest of the code would break.

Code:
Could not compile shader box.vertex: ERROR: 13:1: '' : boolean expression expected 
ERROR: 17:0: '' : compilation terminated 
ERROR: 2 compilation errors.  No code generated.

!

and then, that i should define flipY with 0 or 1, but that is beyond my abilities.


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 Post subject: Re: AmigaOS4 OpenGLES
PostPosted: Sun Nov 11, 2018 9:58 pm 
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Joined: Tue May 05, 2009 10:57 am
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Location: amigans.net
And someone on the amigans forum said that the shader (myst3_box.vertex) itself is buggy, which i highly doubt

Quote:
glslangvalidator errors on it with errors 'in for stage inputs': no supported for this version or enabled extensions.


Any more ideas?

EDIT:
It's obviuosly not the shader :-)
Quote:
GLSLangValidator is stricter than most OpenGL implementations. As "validator" and reference compiler, it checks whether the GLSL code is fully GLSL compliant. Most OpenGL implementations relax the rules and are more tolerant of mixing code from different GLSL versions.

The shader you posted uses GLSL v1.40+ features without specifying the GLSL version. That's why GLSLangValidator is giving "not supported in this version" errors. Adding "#version 140" at the top (without the quotes) should be enough to make GLSLangValidator accept it.

Of course, i wouldn't add something to just silence some third party program, but good to know the cause of it.

EDIT2:

I got confirmation that uniform boolean aren't supported yet.
Now to try and fix it locally.


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