Always great to see a new release. Congratulations!
I’m experiencing some problems with GLSL shaders, though, that didn’t happen on the dev builds that I’ve been using before.
Problem 1)
This error:
:task(error): Exception occurred in PythonTask igLoop
Process Process-1:
Traceback (most recent call last):
File "/usr/lib/python2.7/multiprocessing/process.py", line 258, in _bootstrap
self.run()
File "/usr/lib/python2.7/multiprocessing/process.py", line 114, in run
self._target(*self._args, **self._kwargs)
File "/home/coppertop/Development/gamedev/SDK/copperEd/backEnd.py", line 209, in __init__
run()
File "/usr/share/panda3d/direct/showbase/ShowBase.py", line 2921, in run
self.taskMgr.run()
File "/usr/share/panda3d/direct/task/Task.py", line 502, in run
self.step()
File "/usr/share/panda3d/direct/task/Task.py", line 460, in step
self.mgr.poll()
File "/usr/share/panda3d/direct/showbase/ShowBase.py", line 1846, in __igLoop
self.graphicsEngine.renderFrame()
AssertionError: Shader input trans_model_to_clip_of_lightCam0 is not present.
at line 466 of panda/src/pgraph/shaderAttrib.cxx
is caused by these lines:
uniform mat4 trans_model_to_clip_of_lightCam0;
(...)
void main() {
(...)
shadowTexcoord = myMat * trans_model_to_clip_of_lightCam0 * p3d_Vertex;
}
Note that “lightCam0” is correctly set as shader input pointing at a NodePath for a camera and no changes were made to this code since yesterday, when it worked – the only thing that changed was the Panda version.
If I remove these two references to trans_model_to_clip_of_lightCam0 it doesn’t crash, but (obviously) shadows don’t work and Problem 2 happens.
Problem 2)
A flood of this:
:display:gsg:glgsg(error): Active attribute p3d_MultiTexCoord0 is bound to location 1
:display:gsg:glgsg(error): Active attribute p3d_Vertex is bound to location 0
:display:gsg:glgsg(error): Active attribute p3d_Vertex is bound to location 0
:display:gsg:glgsg(error): Active attribute p3d_Binormal0 is bound to location 4
:display:gsg:glgsg(error): Active attribute p3d_MultiTexCoord0 is bound to location 1
:display:gsg:glgsg(error): Active attribute p3d_MultiTexCoord2 is bound to location 5
:display:gsg:glgsg(error): Active attribute p3d_Normal is bound to location 2
:display:gsg:glgsg(error): Active attribute p3d_Tangent0 is bound to location 3
:display:gsg:glgsg(error): Active attribute p3d_Vertex is bound to location 0
:display:gsg:glgsg(error): Active attribute p3d_Vertex is bound to location 0
:display:gsg:glgsg(error): Active attribute p3d_Binormal0 is bound to location 3
:display:gsg:glgsg(error): Active attribute p3d_MultiTexCoord0 is bound to location 4
:display:gsg:glgsg(error): Active attribute p3d_Normal is bound to location 1
:display:gsg:glgsg(error): Active attribute p3d_Tangent0 is bound to location 2
:display:gsg:glgsg(error): Active attribute p3d_Vertex is bound to location 0
:display:gsg:glgsg(error): Active attribute p3d_MultiTexCoord0 is bound to location 1
:display:gsg:glgsg(error): Active attribute p3d_Vertex is bound to location 0
when the game/editor starts. Despite that, the shaders work as expected, which is even more weird in a way .