I’ve just checked:
void vshader( in float4 vtx_position : POSITION,
in float2 vtx_texcoord : TEXCOORD0,
in float3 vtx_tangent0 : TANGENT,
in float3 vtx_binormal0 : BINORMAL,
in float3 vtx_normal : NORMAL,
in uniform float4 mspos_view,
in uniform float4 k_light0,
in uniform float k_bob,
in uniform float4x4 mat_modelproj,
in uniform float4x4 trans_world_to_model,
out float4 l_position : POSITION,
out float2 l_texcoord : TEXCOORD0,
out float3 l_light0 : TEXCOORD1,
out float3 l_pos0 : TEXCOORD2
)
or
in uniform float4x4 mat_modelproj;
void vshader( in float4 vtx_position : POSITION,
in float2 vtx_texcoord : TEXCOORD0,
in float3 vtx_tangent0 : TANGENT,
in float3 vtx_binormal0 : BINORMAL,
in float3 vtx_normal : NORMAL,
in uniform float4 mspos_view,
in uniform float4 k_light0,
in uniform float4x4 trans_world_to_model,
out float4 l_position : POSITION,
out float2 l_texcoord : TEXCOORD0,
out float3 l_light0 : TEXCOORD1,
out float3 l_pos0 : TEXCOORD2
)
insead of
void vshader( in float4 vtx_position : POSITION,
in float2 vtx_texcoord : TEXCOORD0,
in float3 vtx_tangent0 : TANGENT,
in float3 vtx_binormal0 : BINORMAL,
in float3 vtx_normal : NORMAL,
in uniform float4 mspos_view,
in uniform float4 k_light0,
in uniform float4x4 mat_modelproj,
in uniform float4x4 trans_world_to_model,
out float4 l_position : POSITION,
out float2 l_texcoord : TEXCOORD0,
out float3 l_light0 : TEXCOORD1,
out float3 l_pos0 : TEXCOORD2
)
make my model disappear, even if I don’t use k_bob ( I still give it via setShaderInput)
In both case, no error are cast, but the mesh is not visible (exactly the same as if I declare a k_any_thing )
EDIT: I’m running on ubuntu 8.04, openGL, 8800GT ( 177.80 nvidia drivers)