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Message #37928
Re: Compile errors in new shaders
Yes, it appears “switch” was the only usage out of V130. I’ve put it back to cascaded if-then-elses and V120.
(I also left the compile error reporting stuff in as it may come in handy in the future.)
The new grid dots are a HUGE improvement. However, lots of us bumped the dots up to 3 or 5 pixels to compensate for the old algorithm. While it’s easy enough to set back, it’s a bit jarring when you first run it. I wonder if we should do a one-time scale of stored preferences > 1? Or is that trying to be too smart?
Cheers,
Jeff.
> On 13 Oct 2018, at 11:21, Jeff Young <jeff@xxxxxxxxx> wrote:
>
> I discovered glGetShaderInfoLog(). It gives me:
>
> ERROR: 0:29: '' : version '130' is not supported
> ERROR: 0:82: 'switch' : Reserved word.
> ERROR: 0:82: 'switch' : syntax error: syntax error
>
> Is switch the only thing we’re using from V130?
>
> (I’ll go ahead and give it a try without switch and see how I get on….)
>
> Cheers,
> Jeff.
>
>
>> On 13 Oct 2018, at 00:59, Jeff Young <jeff@xxxxxxxxx> wrote:
>>
>> Hi Tom,
>>
>> I’m getting compile errors in the new vertex shader and fragment shader. How does one go about getting more error information than just “Shader compilation error”?
>>
>> Thanks,
>> Jeff.
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