Comments (1)
The problem is that the tests, which are from OGLDev, use structs for vertex
shader attributes. This is not spec compliant.
While NVIDIA accepts this syntax, it's still wrong, and your driver is right by
refusing to use it.
In your code just don't use structs as inputs for vertex shaders, and it should
work.
Original comment by [email protected]
on 1 Sep 2013 at 7:36
- Changed state: Done
from glfx.
Related Issues (17)
- AST and source-to-source translation HOT 1
- glfxCompileProgram crashes my system HOT 3
- New build system HOT 5
- I tried to use a new glfx 0.7 and i have problem with passing a sctructure to vertex shader with "in" parametr??? HOT 4
- Another problem with shader compilation. HOT 4
- Compilation failed HOT 2
- Prase included files HOT 3
- GLFX out of source build with CMake. HOT 8
- Use standart C preprocessor HOT 5
- None of the examples work. HOT 2
- Really need a glfxParseEffectFromMemory function HOT 8
- Need a glfxGetPrograms function. HOT 6
- Techniques and passes HOT 7
- Implement templates
- Complie Error Ocurs When Build on Windows Using Visual Studio 2008 HOT 17
- Add comile single shader as program (like CreateShaderProgram)
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