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gl-wes-v2
I am currently trying to "port" this on a OMAP3530 (PowerVR SGX530) on a
hardware very close to the Pandora (screen size is 800x480).
The issue I'm running into is the following: scene does not display at all.
I can only see the background color (which is not too bad to tell the truth
:-).
I've downloaded the latest source code, modified it a little bit and ran it
on hardware. I am an absolute beginner in terms of OpenGL so I would not be
able to say what the issue is.
Two issues I have seen are the following:
1- at init, fragment shader build (wes_program_build(), wes_shader.c) fails
to compile:
this is the fragment shader created
*********************************************
#define LIGHT_NUM 8
#define CLIPPLANE_NUM 6
#define MULTITEX_NUM 4
#define FACE_NUM 2
struct sMultiTexture {
lowp vec4 EnvColor;
sampler2D Unit;
};
uniform lowp vec4 uFogColor;
uniform sMultiTexture uTexture[MULTITEX_NUM];
uniform highp float uAlphaRef;
//Varyings:
varying lowp vec4 vColor;
varying lowp vec2 vFactor;
varying mediump vec4 vTexCoord[MULTITEX_NUM];
void main(){
gl_FragColor = vColor;
lowp vec4 arg0, arg1, arg2;
gl_FragColor *= texture2D(uTexture[0].Unit, vTexCoord[0].xy);
}
*********************************************
2- Another shader fails to create right when the program starts drawing the
scene:
*********************************************
#define LIGHT_NUM 8
#define CLIPPLANE_NUM 6
#define MULTITEX_NUM 4
#define FACE_NUM 2
struct sMultiTexture {
lowp vec4 EnvColor;
sampler2D Unit;
};
uniform lowp vec4 uFogColor;
uniform sMultiTexture uTexture[MULTITEX_NUM];
uniform highp float uAlphaRef;
//Varyings:
varying lowp vec4 vColor;
varying lowp vec2 vFactor;
varying mediump vec4 vTexCoord[MULTITEX_NUM];
void main(){
gl_FragColor = vColor;
lowp vec4 arg0, arg1, arg2;
arg0 = gl_FragColor;
arg1 = texture2D(uTexture[0].Unit, vTexCoord[0].xy);
gl_FragColor = arg0 * arg1;
arg0.rgb = vColor.rgb;
arg0.a = gl_FragColor.a;
arg1 = texture2D(uTexture[1].Unit, vTexCoord[1].xy);
gl_FragColor.rgb = arg0.rgb * arg1.rgb;
gl_FragColor.a = arg0.a;
if (gl_FragColor.w == uAlphaRef) discard;
}
*********************************************
any thought?
Original issue reported on code.google.com by [email protected]
on 26 Aug 2009 at 1:59
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