Home > error c5108 > error c5108 unknown semantics

Error C5108 Unknown Semantics

topic ForumsMembersHelp Files Developer Journals Gallery Calendar Downloads Resources Store Classifieds Tracker Links Home For Beginners Articles All Articles Post an Article Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL and Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile Development Middleware, Libraries, and Tools Virtual and Augmented Reality Creative Game Design Music and Sound Visual Arts Business Breaking into the Industry Production and Management Interviews Business and Law Event Coverage Forums All Forums Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL & Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile & Console Development Build Systems & Source Control Middleware, Libraries, and Tools Virtual and Augmented Reality Creative Game Design Writing For Games Music and Sound Visual Arts Gallery Business Breaking into the Industry Business & Law Production & Management Community GDNet Lounge Coding Horrors Article Writing Comments, Suggestions and Ideas Your Announcements Hobby Project Classifieds Indie Project Showcase Community Developer Journals GDNet+ Subscriptions Gallery Store Classifieds Jobs Freelancers Hobby Projects Marketplace Newsletter » Home » Forums » The Technical Side » OpenGL and Vulkan Chat Watched Content New Content 0 GLSL shader problem Started by fireshadow4126, Apr 17 2010 02:23 AM Old topic! Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic. You cannot reply to this topic 2 replies to this topic #1 fireshadow4126 Members -Reputation: 113 Like 0Likes Like Posted 17 April 2010 - 02:23 AM Hello, I am trying to code a simple bumpmapping shader. Here is the vertex program: uniform vec3 f3MyFloat; varying vec3 lightVec; varying vec3 eyeVec; varying vec3 texCoord; attribute vec3 vTangent; void main(void) { gl_Position = vec4(gl_Vertex.x,gl_Vertex.y,0.0,1.0); texCoord = gl_MultiTexCoord0.xyz; vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 t = normalize(gl_NormalMatrix * vTangent); vec3 b = cross(n,t); vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex); vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex; lightVec.x = dot(tmpVec, t); lightVec.y = dot(tmpVec, b); lightVec.z = dot(tmpVec, n); tmpVec = -vVertex; eyeVec.x = dot(tmpVec, t); eyeVec.y = dot(tmpVec, b); eyeVec.z = dot(tmpVec, n); } and here is t

Fitting Driving Projects Collaborations Other Publications Papers HighlyCited Representative Covers Software NAMD Download User'sGuide MailingList VMD Download Plugins User'sGuide MailingList GPUComputing MDFF Other Instruction Training Workshops Tutorials CaseStudies MultimediaLectures Brochures Classes News Galleries Images Movies Posters Brochures Photos Facilities Computational Visitor AboutUs GroupMembers Mission Brochures ContactUs AcknowledgeUs Home Overview Publications Research Software VMD Molecular Graphics Viewer NAMD Molecular Dynamics Simulator BioCoRE Collaboratory Environment MD Service Suite Structural Biology Software Database Computational Facility Outreach VMD Mailing List Download VMD VMD Tutorials VMD Manuals VMD Community Pages VMD-L Mailing http://www.gamedev.net/topic/568512-glsl-shader-problem/ List From: Dow Hurst DPHURST (DPHURST_at_uncg.edu) Date: Mon Jan 29 2007 - 14:40:14 CST Next message: Narender Singh Maan: "smd analysis" Previous message: Leonardo Trabuco: "Re: Skip frames in writing shorter trajectory" Next in thread: John Stone: "Re: GLSL error" Reply: John Stone: "Re: GLSL error" Messages sorted by: [ date ] [ thread ] [ subject ] [ http://www.ks.uiuc.edu/Research/vmd/mailing_list/vmd-l/8548.html author ] [ attachment ] I was wondering if the following VMD-1.8.5 GLSL error message is something I could correct? I'm running suse 9.3, kernel 2.6.16.21-0.25-smp and Nvidia driver 1.0-9746. I liked using GLSL in VMD in the past since it gave me a quick view at what a rendered shot would look like. I looked in the NVnews forum but didn't see any answers. The kernel nvidia driver message listed below seems related to having VMD-1.8.5 running and using the middle mouse wheel. It is a strange error I've only had crop up with these versions of nvidia and vmd together. Thanks, Dow >From /var/log/messages: Jan 29 15:27:39 arwen kernel: NVRM: os_map_kernel_space: can't map 0xe0020000, invalid context! Jan 29 15:27:39 arwen kernel: NVRM: Xid (0005:00): 1, Channel 00000000 Method 00000060 Data 0101020c >From VMD: Info) Multithreading available, 2 CPUs detected. Info) OpenGL renderer: Quadro FX 1300/PCI/SSE2 Info) Features: STENCIL MSAA(16) MDE CVA MTX PP PS GLSL(OVF) Info) OpenGL shader linkage log: Info) Fragment info Info) ------------- Info) (6934) : error C5108: unknown sema

in to check your private messages Log in Album OpenSceneGraph IRC Chat SmartFeed How to pass unhandled events to view behind + osgWidgets OpenSceneGraph http://forum.openscenegraph.org/viewtopic.php?t=2156&view=previous Forum Forum Index -> General View previous topic :: View next topic Author Message bumperman (Jason H.)NewbieJoined: 05 Apr 2009Posts: 2 Posted: Sun Apr 05, 2009 1:43 am Post subject: How http://www.ogre3d.org/forums/viewtopic.php?f=2&t=53824 to pass unhandled events to view behind + osgWidgets Hi, I have recently posted a question titled "viewer confusion and text". Robert helped me out constructing the basic layout for my simple demo. error c5108 I have encoutered with something very challenging for me, as I am quite new to OSG. Goal: Designing a simple CAD-like demo app that will display a terrain and a nice (!) user interface with osgWidgets. Application will allow basic transformations and basic (most likely color based) shading. I need multiple views, such as a top, right, and front views. What have I got right now: error c5108 unknown I have setup a simple window containing a CompositeViewer, split it into viewports and a layout engine for UI that positions and adjusts sizes for viewports. I have then created a dedicated view for menu (UI) that occupies entire screen. All UI elements will be made with osgWidgets. Problem: (Probably) Because this dedicated UI view occupies whole screen rectangle, it does not allow messages to arrive trackball manipulator. As a matter of fact, messages arrive TrackballManipulator, but for some peculiar reason, it doesn't work. I will try to post a simplified test case tomorrow. Viewer dedicated to menu has no color bit specified in clear mask. Code: pCam->setClearMask(GL_DEPTH_BUFFER_BIT); It's also rendered last: Code: pCam->setRenderOrder(osg::Camera::POST_RENDER); I have tried: Code: pview->getCamera()->setAllowEventFocus(false); which seems to work, but this makes menu unusable, since mouse messages will not be processed. Menu viewer is added to compositeviewer last. I am having difficulties understanding event handling mechanism... osgWidgets' mouse handler return false and it doesn't handle message. Message then somehow arrives to (implicitly added) TrackballManipulator for menu view (I think this is implicitly added somewhere, because I haven't added TrackballManipulator to menu viewer). Messages that were not handled by handlers don't s

• All times are UTC [ DST ] Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group. Color scheme by ColorizeIt!

 

Related content

error c5108

Error C p topic ForumsMembersHelp Files Developer Journals Gallery Calendar Downloads Resources Store Classifieds Tracker relatedl Links Home For Beginners Articles All Articles Post an Article Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL and Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile Development Middleware Libraries and Tools Virtual and Augmented Reality Creative Game Design Music and Sound Visual Arts Business Breaking into the Industry Production and Management Interviews Business and Law Event Coverage Forums All Forums Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL Vulkan Multiplayer