Author Topic: Checking for triangle strip... and More  (Read 890 times)

Offline AGP

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Checking for triangle strip... and More
« on: January 20, 2014, 09:21:36 pm »
What does the following message mean?

Checking for triangle strip...
Not a triangle strip at position 1!
Subobject of object 35/object37 compiled to indexed data using 23997/4599 vertic
es in 46ms!

Also, what does it mean when you get

Loading file Silmaria\FastOceanShader\vertexshader.glsl
Text file Silmaria\FastOceanShader\vertexshader.glsl loaded...100 bytes
Loading file Silmaria\FastOceanShader\fragmentshader.glsl
Text file Silmaria\FastOceanShader\fragmentshader.glsl loaded...6865 bytes
Loading Texture...Silmaria\FastOceanShader\Noise.png

but then get neither a "shader compiled" nor a "failed to compile" message? I am, of course, doing the following. Alas, I'm getting no input from jpct.

Code: [Select]
shader = new GLSLShader(vertex, fragment);
shader.setUniform("iChannel0", 1);
shader.setUniform("iGlobalTime", 0f);
shader.setStaticUniform("iResolution", new SimpleVector(1024, 768, 24));

Offline EgonOlsen

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Re: Checking for triangle strip... and More
« Reply #1 on: January 20, 2014, 09:43:13 pm »
It means that the model is no triangle strip. If it were, it would be compiled to a more optimized format. Then again, i've never seen a model in real life that is a triangle strip. You can build them in code for some very special cases, but it's usually not worth it anyway. You can simply ignore this message.

That there is no compiled-message is an indicator that your shader never gets compiled. One reason might be because you haven't compiled the mesh itself. Or it's not visible. Or the shader isn't assigned any longer to it at render time.