I am using the latest development build of Panda3d.
My program runs perfectly fine and will even allow me to execute setShader and bind ‘shader’ to the ShaderAttrib, but as soon as I attempt to use setShaderInput my game will not run and freezes completely and crashes, requiring a forced close.
Rdb, do you mean 1.8.0, or anything above 1.7.2? I’m using a buildbot build (1.9.0+cvs20120815~precise61) and GLSL works beautifully. I rewrote my whole lighting pipeline to GLSL without encountering any real problems aside of my own ignorance in GLSL .
claus, have you tried setting it through the more usual nodePath.setShader()? Also, a little piece of demo code would be useful.
@coppertop: As far as I know, all vertex attributes starting with gl_ including gl_Vertex, gl_Normal were broken from 1.8.0 up to a few days ago. If this is not the case for you, could you please e-mail one or two of your shaders to me to help me understand what is going on?
They might be broken (although I remember using them for a brief moment, actually), but from what I read, they’re deprecated, or even removed in the newest profiles, so that shouldn’t matter. There’s p3d_Vertex, which works just fine.
It’s not GLSL that is the problem, it’s the ShaderAttrib. I have my program successfully compiling and using GLSL, but when I try to use a ShaderAttrib in order to have separate effects for another camera(regardless of if I even use or apply the ShaderAttrib to any camera) my program freezes every time I attempt to use ‘setShaderInput’ on the ShaderAttrib after ‘setShader’.
In 1.7.2 I wasn’t even able to get my GLSL program to compile with out using ShaderAttrib.
I posted the only code that is causing an error, regardless of where, which Panda3d program or what GLSL shaders I use with it.