1.8.0 breaks FFP vertex attributes in GLSL shaders
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Panda3D |
Fix Released
|
High
|
rdb |
Bug Description
Panda3D 1.8.0 breaks gl_Vertex, gl_Normal, gl_MultiTexCoord0, etc. Related thread:
https:/
###Example Code:
from panda3d.core import *
from direct.
vshader = """//GLSL
#version 120
#extension GL_ARB_
void main() {
gl_Position = gl_ModelViewPro
}
"""
fshader = """//GLSL
#version 120
#extension GL_ARB_
void main() {
gl_FragColor = vec4(1.0, 0.5, 1.0, 0.5);
}
"""
class Game(ShowBase):
def __init__(self):
"""Get the game ready to play."""
self.model = self.loader.
self.shader = Shader.
game = Game()
game.run()
Changed in panda3d: | |
assignee: | nobody → rdb (rdb) |
importance: | Undecided → High |
milestone: | none → 1.8.1 |
status: | New → Triaged |
summary: |
- glsl shaders broken, "invalid operation" + 1.8.0 breaks FFP vertex attributes in GLSL shaders |
description: | updated |
description: | updated |
Changed in panda3d: | |
status: | Triaged → Fix Committed |
Changed in panda3d: | |
status: | Fix Committed → Fix Released |
The error message appears to have been a separate issue which is now fixed.
I have tried building with and without eigen and objects with GLSL shader applied are still not rendering at all.
Does the 16 byte alignment still happen if eigen is not enabled? Perhaps some differently formatted numbers are being passed to the shader than were before?