In short, what might prevent the “F_hardware_skinning” flag in a shader-attrib from being set?
To explain, I’m attempting to implement hardware skinning, and, in accordance with this thread and the example given there, one of the steps of my implementation is to create a shader-attrib and set its “F_hardware_skinning” flag to “True”.
However, for some reason the setting doesn’t seem to take effect: if I call “getFlag” immediately after the call to “setFlag”, I get a result of “False”.
That is to say, given the following code:
(Where “shader” is a custom shader previously loaded via
Shader.load(Shader.SL_GLSL, <vertex-shader-file-name>, <fragment-shader-file-name>) )
attrib = ShaderAttrib.make(shader) attrib.setFlag(ShaderAttrib.F_hardware_skinning, True) print (">>>>>", attrib.getFlag(ShaderAttrib.F_hardware_skinning))
I’m seeing printed output of “>>>>> False”.
Conversely, however, the example given in the thread linked-to above seems to work just as expected, and indeed a similar call to “getFlag” there returns a result of “True”.
I’ve tried messing with config-variables, thus far to no avail.
I’m thus stumped–does anyone here have an idea as to what might be going wrong?
It might be worth noting that, unlike in the example, I’m using a (GLSL) shader that is loaded from a file, rather than made using inline text. Like the shader in the example, my shader uses “#version 130”.