[maemo-developers] Problem running ogles2 program on Nokia N900
From: Jonny Karlsson karlssoj at arcada.fiDate: Thu Feb 25 11:38:56 EET 2010
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Thank you for your prompt answer!
I noticed I had precision and variable type the wrong way and changed that
(it still worked in the emulator though). I also removed the precision
values from all attributes. But I still get the same error. This is very weird, it
seams like the shader code is not recognized on the Nokie device at all..
/Jonny
On Thu, 25 Feb 2010, Kimmo Hämäläinen wrote:
> On Wed, 2010-02-24 at 22:37 +0100, ext Jonny Karlsson wrote:
>> I have successfully compiled an OpenGL ES 2.0 program on scratchbox for
>> the FREMANTILE_ARMEL plattform. However, when running the program on Nokia
>> N900 the compilation of the vertex and fragment shaders fails. This is the
>> error code:
>>
>> ------------------------------------------------
>> Failed to compile fragment shader: Compile failed.
>> ERROR: 0:1: 'varying' : syntax error; parse error
>> ERROR: 1 compilation errors. No code generated.
>
> "mediump varying" -> "varying mediump"
>
>>
>> Failed to compile fragment shader: Compile failed.
>> ERROR: 0:1: 'attribute' : syntax error; parse error
>> ERROR: 1 compilation errors. No code generated.
>
> Try removing highp/lowp/mediump from attributes, since those are given
> as input, so maybe you cannot define their precision.
>
> -Kimmo
>
>>
>>
>> Failed to link program: Link Error: Vertex shader is missing.
>> Link Error: Fragment shader is missing.
>> --------------------------------------------------
>>
>> This is my vertex shader:
>>
>> const char* pszVertShader = "\
>>
>> highp attribute vec4 myVertex;\
>> lowp attribute vec4 fargKod;\
>> mediump attribute vec2 myUV;\
>> highp uniform mat4 yRotMatris;\
>> highp uniform mat4 xRotMatris;\
>> highp uniform mat4 frustMatris;\
>> lowp varying vec4 outColor;\
>> mediump varying vec2 myTextCoord;\
>> void main(void)\
>> {\
>> outColor = fargKod;\
>> myTextCoord = myUV;\
>> gl_Position = myVertex * yRotMatris * xRotMatris;\
>>
>> }";
>>
>> and this is my fragment shader:
>>
>> const char* pszFragShader = "\
>> uniform sampler2D sampler2d;\
>> mediump varying vec2 myTextCoord;\
>> void main (void)\
>> {\
>> gl_FragColor = texture2D(sampler2d,myTextCoord);\
>> }";
>>
>>
>> These shader compile successfully and works fine when I run the same
>> OGLES2 program in the simulation environment.
>>
>> Does anyone have a clue what could be wrong? Is there perhaps something
>> that need to be installed on the Nokia N900 to add shader compilation
>> support to it???
>>
>>
>> /Jonny
>> _______________________________________________
>> maemo-developers mailing list
>> maemo-developers at maemo.org
>> https://lists.maemo.org/mailman/listinfo/maemo-developers
>
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