Ok I find the error, error C7507: OpenGL does not allow attributes of type ivec4
I think you can just use a simple vec4 and cast it as int...
Moderators: Sascha Willems, walaber
glVertexAttrib4f(boneIndices, (float) boneIndex.m_boneIndex[0], (float) boneIndex.m_boneIndex[1], (float) boneIndex.m_boneIndex[2], (float) boneIndex.m_boneIndex[3]);
attribute vec4 boneIndices;
for (int i = 0; i < 4; i++) {
weightedNormal += vec3 (matrixPallete[int(boneIndices[i])] * n * boneWeights[i]);
weightedPosition += matrixPallete[int(boneIndices[i])] * gl_Vertex * boneWeights[i];
}
Now with 100 characters animated in release I get 450 500 fps.
Julio Jerez wrote:here is an idea, maybe ther is a way to make just one shader the takes and uniform like a render state. then with a switch case call the funtion that will do the rendering.
thsi will remove the hazard of having to call the funtion glUseProgram each time something is goin to be rendered. has any one done that?
[ 80%] Linking CXX executable demosSandbox
/usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/7/../../../x86_64-linux-gnu/libglfw.so: undefined reference to symbol 'XGetErrorText'
//usr/lib/x86_64-linux-gnu/libX11.so.6: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
applications/demosSandbox/CMakeFiles/demosSandbox.dir/build.make:1699: recipe for target 'applications/demosSandbox/demosSandbox' failed
make[2]: *** [applications/demosSandbox/demosSandbox] Error 1
CMakeFiles/Makefile2:942: recipe for target 'applications/demosSandbox/CMakeFiles/demosSandbox.dir/all' failed
make[1]: *** [applications/demosSandbox/CMakeFiles/demosSandbox.dir/all] Error 2
Makefile:129: recipe for target 'all' failed
make: *** [all] Error 2
Julio Jerez wrote:does anyone know what librarary nee to be added to CMake get function XGetErrorText?
Dave Gravel wrote:Maybe the problem begin when you try to use more shaders and when you already use a big one i'm not sure.
Maybe it can become more complex to mix the big shader render pass with other shader pass.
Julio Jerez wrote:my guess is that the shader compile does some tricks to estimate the simd word form a vertex and a pixel shader.
Shaderman wrote:Sounds like Xlib or libX11.
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