No compile or link errors.
No errors (not -1) while looking up uniform locations (more on those).
All other shaders are working fine and have been working well for months.
The location code, which is normally 0 through some-small-number that is returned on prior calls is huge only in this shader. I'm sure there's no standard as to what those values are (as long as they're not -1) and NV might be using a mask to determine the location in memory where this data might reside, but when using these odd values, I get undefined results.
Below is the output from the log. Note that some values are fine and others are strange (8213, 3158020) and cause crashes when accessed
NOTE: locCache is what glGetUniformLocation returns after successful link.
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, _program=6, name=Um4_projMat, result=0
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=Um4_projMat, index=5, locCache=0
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, _program=6, name=Um4_mvMat, result=8213
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=Um4_mvMat, index=6, locCache=8213
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, _program=6, name=UsampA3_tex, result=2
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=UsampA3_tex, index=3, locCache=2
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, _program=6, name=Uv4a_lights, result=3158020
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=Uv4a_lights, index=9, locCache=3158020
This has been driving me crazy for several days now. I have double and triple checked everything I can think of. If posting the vert/fragment shaders would help, I'd be glad to. Does anyone have a thought on this one?
Thanks in advance,
Roger
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