Cg Error C3001
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4 Reference Pages OpenGL 3.3 Reference Pages OpenGL 2.1 Reference Pages OS/Platform Implementations OpenGL Books Coding Resources OpenGL SDK FAQs Sample Code & Tutorials GLUT & Utility Libraries Programming Language Bindings Benchmarks Mailing Lists & News Groups Archived Resources Wiki Forums About OpenGL Contact Us OpenGL logo Advertise on OpenGL Jobs Register Help Remember Me? What's New? Forum New Posts FAQ Calendar Forum Actions Mark Forums Read Quick Links Today's Posts View Site Leaders Khronos Forums COLLADA forums OpenGL: Getting Started Advanced Search Forum DEVELOPERS OpenGL Shading Language Vertex / pixel shader development: frustrating First time visitors, please read our FAQ and our Forum Rules and Guidelines. You must register before you can post. Results 1 to 6 of 6 Thread: Vertex / http://www.gamedev.net/topic/591354-cannot-compile-cg-shader/ pixel shader development: frustrating Thread Tools Show Printable Version Email this Page… Display Linear Mode Switch to Hybrid Mode Switch to Threaded Mode 08-08-2004,05:38 AM #1 VuurSnikkel View Profile View Forum Posts Private Message Visit Homepage Junior Member Newbie Join Date Jul 2002 Location Eindhoven Posts 19 Vertex / pixel shader development: frustrating Hello there people, I'm currently trying - accompanied by a LOT of frustration - to get a pixel shader (fragment program) and / or https://www.opengl.org/discussion_boards/showthread.php/162465-Vertex-pixel-shader-development-frustrating vertex shader (vertex program) to run with OpenGL. I have bought nVidia's "The Cg Tutorial" book with all kinds of examples that should work, but not a single person seems interested in telling you how you can actually COMPILE such a program by means of a practical example; I have tried compiling a simple, example pixel shader from the book using nVidia's CGC command line compiler (CGC FragmentProgram.Txt). Nothing. The thing doesn't seem to have a command line help switch and / or documentation, so I'm stuck. I have also tried nVidia's development IDE (FX Composer or whatever it is called) but it is WAY to cluttered with options to get up and running as far as the compilation of a simple pixel shader is concerned. I simply want to COMPILE a SINGLE PIXEL SHADER (a plain text file, nothing more) into an arbfp1 profile (or higher) compatible pixel shader program and I want to load this shader from within my application, is this really too much to ask (loading a precompiled (example) shader and using it in my application is no problem) ? I'm not interested in complete CgFX-projects with a plethora of vertex / pixel shaders and all kinds of additional assets that nVidia's development environment wants to put me through. I have also downloaded ATI's RenderMonkey IDE (I'm currently using a Radeon 9800) but the current versi
wrong For help with general CEGUI usage:- Questions about the usage http://cegui.org.uk/forum/viewtopic.php?t=6354 of CEGUI and its features, if not explained in the documentation.- Problems with the CMAKE configuration or problems occuring during the build process/compilation.- Errors or unexpected behaviour. Moderators: CEGUI Team, CEGUI MVP Post Reply Print view Search Advanced search 3 posts • Page 1 of 1 Aspirer Not cg error too shy to talk Posts: 22 Joined: Fri Dec 21, 2012 07:33 I must be doing something wrong Quote Postby Aspirer » Sun Feb 03, 2013 22:32 I must be doing something completely wrong or the tutorial for CEGUI and Ogre is wrong. I'm using Ogre 1.7.7, and CEGUI cg error c3001 0.7.7 and I'm attempting the Basic tutorial 7 on the ogre website. I tried this months ago last year but gave up because I could not solve it. I've since picked it up again. When I run Ogre I get this error: "OGRE_EXCEPTION(5:ItemIdentityException): Cannot locate a resource group called "schemes" for resource "TaharezLook.scheme" in ResourceGroupManager::openResource at ..\OgreMain\src\OgreResourceGroupMananger.cpp( line 688).My code as is: Code: Select all #ifndef __BasicTutorial7_h_
#define __BasicTutorial7_h_
#include "BaseApplication.h"
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#include "../res/resource.h"
#endif
#include
#include
class BasicTutorial7 : public BaseApplication
{
public:
BasicTutorial7(void);
virtual ~BasicTutorial7(void);
protected:
CEGUI::OgreRenderer* mRenderer;
virtual void createScene(void);
virtual void createFrameListener(void);
// Ogre::FrameListener
virtual bool frameRenderingQueued(const Ogre::FrameEvent& evt);
// OIS::KeyListener
virtual bool keyPressed( const OIS::KeyE