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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); v

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 http://www.gamedev.net/topic/568512-glsl-shader-problem/ Download VMD VMD Tutorials VMD Manuals VMD Community Pages VMD-L Mailing 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 http://www.ks.uiuc.edu/Research/vmd/mailing_list/vmd-l/8548.html Stone: "Re: GLSL error" Reply: John Stone: "Re: GLSL error" Messages sorted by: [ date ] [ thread ] [ subject ] [ 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,

report with OSG_NOTIFY_LEVEL stepped up to DEBUG http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz search https://www.mail-archive.com/search?l=flightgear-devel@lists.sourceforge.net&q=subject:%22%5C%5BFlightgear%5C-devel%5C%5D+error+C5108+unknown+semantics%22&o=newest&f=1 for error yields 40 results: (25) : error C5108: unknown semantics FACE specified for gl_FrontFacing and now also 21 results for: (29) : warning C7011: implicit http://www.panda3d.org/forums/viewtopic.php?p=60649 cast from vec4 to vec3 Tim Moore wrote: glLinkProgram FAILED Program infolog: Fragment info - (25) : error C5108: unknown semantics FACE specified for gl_FrontFacing error c5108 Has anybody else seen this? Stewart What hardware? Linux 2.6.24, libc 2.7, gcc-4.2.3, windowmaker 0.92.0, glib 2.18.4 AMD Sempron 3000, Nvidia FX5200, driver 173.14.18 Stewart -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible error c5108 plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Re: [Flightgear-devel] error C5108 unknown semantics and C7011 implicit cast 2010-02-01 Thread Tim Moore On Mon, Feb 1, 2010 at 4:53 PM, S Andreason sandrea...@gmail.com wrote: Hi Tim, I never got any response, so I guess my email got lost. I am see a new error message with yesterday's cvs, so here is a new report with OSG_NOTIFY_LEVEL stepped up to DEBUG http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz search for error yields 40 results: (25) : error C5108: unknown semantics FACE specified for gl_FrontFacing and now also 21 results for: (29) : warning C7011: implicit cast from vec4 to vec3 I've seen this reported recently on older ATI cards (on Macintosh). The workaround is to #ifdef out the code that looks like if (!gl_FrontFacing) n = -n; in Shade

Search Register Login Change textures of a multitexture mesh Return to Scripting Issues Post a reply 6 posts • Page 1 of 1 Change textures of a multitexture mesh by tallmystcarpet » Mon Jul 12, 2010 5:32 pm Hi there, As I do use chicken to export my multitextured mesh and load it in Panda as one block, I don't apply textures with any Panda code and I don't define any textureStage -> So, I don't have a direct access to the specific tex I would like to change. How can I change a specic texture ? I tried to do it directly on my model which provide strange results + errors: Code: Select allDirectStart: Starting the game.
Known pipe types:
osxGraphicsPipe
(all display modules loaded.)
:gobj(error): created-shader: (24) : error C5108: unknown semantics "UNKNOWN" specified for "l_normal"
:gobj(error): created-shader: (24) : error C5041: cannot locate suitable resource to bind parameter "l_normal"
:gobj(error): created-shader: (64) : error C5108: unknown semantics "UNKNOWN" specified for "l_normal"
:gobj(error): created-shader: (64) : error C5041: cannot locate suitable resource to bind parameter "l_normal"
:gobj(error): created-shader: (24) : error C5108: unknown semantics "UNKNOWN" specified for "l_normal"
:gobj(error): created-shader: (24) : error C5041: cannot locate suitable resource to bind parameter "l_normal"
:gobj(error): created-shader: (64) : error C5108: unknown semantics "UNKNOWN" specified for "l_normal"
:gobj(error): created-shader: (25) : error C5108: unknown semantics "UNKNOWN" specified for "vtx_normal" I imagine the answer may be something like read the .bam file and find the desired tex and

 

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Error C Unknown Semantics p topic ForumsMembersHelp Files Developer Journals Gallery Calendar Downloads Resources Store Classifieds Tracker Links Home For Beginners Articles All Articles relatedl 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