Hi,
I know the question is pretty generic, but hopefully there's some common cause of this kind of error or something:
Basically the short version is, what can cause a GL stack UNDERflow error???
I have written a simple fragment shader in glsl for blending two texture in different classic blending modes (add, multiply, difference...); I have a few (16) instances of the same shader (an abstraction containing a [glsl_fragment], a [glsl_vertex] and a [glsl_program], the abstraction being repeated 16 times) rendering at the same time. I am using uniform variables to tell each "instance" what texture to use and I use the message [texunit ...( to [pix_texture] objects in order to "name" the textures with some numbers.
Now, I am getting some unexpected results like: the texture being used is not the one I expect, so I am trying to debug my own work since there's certainly some stupid error, but I have realized that the console shows this error message:
GL: subdesbordamiento de pila
which is in spanish and I guess it is a bad translation of "stack underflow". While I can easily think about errors I may make that may produce stack OVERflows, I really can't figure out what the hell I may have done wrong that may cause a stack UNDERflow. I don't know what kind of anomaly to look for.
At the moment I can't attach the patch, however it wouldn't be of great use: I would need to isolate the problem but I don't know where to start from. I attach the fragment shader in case it is of any help though I doubt it.
My hope is that there is something very "typical" to take care of which "usually" cause stack underflows.
For example is it a problem that I sometimes "cut off" a piece of rendering chain in order to not display some objects?? i.e.
[gemhead] | (....) | | | [spigot] | (...)
I do this very often but this is the first time I use shaders. Is there something I should do (e.g. some message to send to the [glsl_program]) when it starts/stops receiving the gemlist????
Any help will be greatly appreciated
Thanks in advance m.
Matteo Sisti Sette a écrit :
Hi,
I know the question is pretty generic, but hopefully there's some common cause of this kind of error or something:
Basically the short version is, what can cause a GL stack UNDERflow error???
you try to get value from the stack when it is empty.
you can have such error when using glPopMatrix without using glPushMatrix...
why do you always send your mail to the pd list AND gem-dev? this 2 lists are for different purpose, and people on Gem-dev are also on pd-list.
c