Quoting james tittle tigital@mac.com:
...yeh, I fixed that in my previous commit (ie. from "<=" to "<"), but I guess my over-free()-ing was a problem: typical problem of changing too many things at the same time?
i am not sure. a diff between the 2 last versions did not show up the change i made (though i noticed that you did change one "<=" to "<") - probably there were 2 of them...
i did a lot of other changes which shouldn't affect the behaviour. now it works for me (i just committed it)
...my modem access atm doesn't allow me to get thru to cvs.sf.net (?), but I looked at your diff and see a variable m_wantLink(0) which I don't have: are we in sync on this file?
well, i moved the actual LinkProgram() to be called from within render() and not directly from the linkMess(). the linkMess() just tells the [glsl_program], that at the next render cycle the objects should be linked. probably this does not matter, however i wanted to be sure, that we have a valid GL-context; the only moment we can be sure that there is a valid GL-context is during one of the render()-function calls (this includes postrender(), startRender() and so on)
...also, good call on dropping m_name[]: I didn't realize we were actually comparing paramMess()'s to m_symname[]!
one last question: when loading the "Toon"-shader (dunno who sent it, i guess jamie), i get active uniform variables like "gl_ModelViewProjectionMatrix" (apart from the valid "Phong"); i have no idea where this comes from; anyone...?
...aha, at least something I can answer ;-) On the one hand, the toon shader in cvs is an arb_program, not glsl...but you could do it
oh, i am not using the toon.vp and toon.fp shaders (which are ARB), but some others, which i am quite sure that they are GLSL. probably i found them somewhere "at the internet".
easily in glsl, and it would likely have "gl_ModelViewProjectionMatrix" as an active uniform: this is usually
are there implicit active uniforms (which i don't have to declare as such) ?
set up in the vertex shader and passed into the fragment shader...there are actually a whole host of built-in active uniform variables that have to do with different parts of gl's pipeline: check out the spec, the new red book covering 2.0, or the orange book for more info...I don't think these are designed to be manipulated by the user, but they could be...
yes, i really have to get the orange book (and open my copy of the red book once in a while ;-))
mfg,.adsr. IOhannes
PS: ben, the patch is really the one, jamie sent some weeks ago on this list. however, i can send it tomorrow.