I can NOT see what Im doing wrong here. Im using OpenGL and have this vert shader: [B]void main()[/B][B]{[/B][B] gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;[/B][B] gl_FrontColor = vec4( 1.0, 0.5, 0.25, 1.0 );[/B][B]}[/B] And this fragment shader: [B]void main()[/B][B]{[/B][B] gl_FragColor =…
Ugh, never mind. Yay for code typos! I got that first set of code to compile and after fixing a stupid code bug, it works. Thanks a ton! I can finally start experimenting ...
The first set of code still gives an error: BUT, the second set of code compiled fine ... now, what I don't understand is that if I use the vertex and fragment shader together, the mesh renders white. If I only use the fragment shader, it renders in the color specified. Any thoughts on that? And I apologize for, what I'm…
No, the opposite, you have a too new opengl. You are probably using opengl 3.3 or higher without a compatibility profile. Try it with those below. Vert:out vec4 myPerVertexColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; myPerVertexColor = vec4( 1.0, 0.5, 0.25, 1.0 ); } Frag:in vec4…
The version chaos is indeed a bit ugly with GL, ideally you would at least use #version 120 which is what GLSL ES 2.0 is similar to, #version 150 or 330 would be ES 3.0. Also if it's not too much work, try not to use any of the built-ins (gl_ModelView...) but manage uniforms yourself. Life should be easier by using a GLSL…
If the mesh renders white or black it means there is some kind of error. If you only use one shader type opengl will automatically add a default shader for the missing one. In you case the error was in the comunication between the two shaders. There are many ways to code is glsl and opengl. It depends on the version you…
Hm, not programmer myself, but wouldn't this be better suited for www.gamedev.net ? I'm pretty sure if you ask this question on their forum, you'll get help very fast....