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jPCT-AE - a 3d engine for Android => Support => Topic started by: MoonHelp on February 11, 2012, 09:08:54 pm
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Shader's Hell...
Hi, Everybody !! (Hello Egon) [I read your forum everyday]
My test : The HelloShader Eclipse data
I'am playing with JPCT-AE and I tried some test.
I keep the GLSLShader Method on my cube.
I removed all shaders files into the jar
and I expected an Eclipse bug : but nothing wrong...
My scene is the same. (nothing change).
Could you tell me why ?
Friendly
Olivier (France)
Graphic Designer (print publishing) ==>15 years skill BUT JAVA noob
Bad english inside ? sorry !! : -) I'am French and I don't speak every days your language !
Rights ?
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I don't get the problem...you've removed the shader files and expected the result to be wrong but it wasn't? Or was is wrong before and nothing changed after removing the files?
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Hi,Egon !
I mean :
My scene was ok at the begining !
A spinning cube with a grey jpeg bitmap texture
My test :
I deleted all the code in these 2 files (now I have 2 empty files) :
res/raw/fragmentshader_offset.glsl
res/raw/vertexshader_offset.glsl
and I unpacked the jar > deleted all the 16 shaders file .src
I repacked the jar
I updated the eclipse project with this new jar without .src files
and lauched again...
My scene is identical : my 3D object seems a bit more opaque...
My question : now what is the process who's support the non existing GLSLshaders informations
and return a default value ?
Merci
Olivier
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The shader files are only needed for OpenGL ES2.0. Are you sure that you are using this?
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OK
I loaded a new instance of the HelloShader eclipse project
and deleted all code in the 2 shaders files (res/raw) and copy/paste
code from the Shaders Generator Devel apk (Android Market)
And now I have a beautiful ERROR: Missing attribute 'position' in vertex shader
OK OPENGL ES2.0 is now enable !
BTW : why shaders devel generate wrong code ? (I imported the same 3D object (a simply cube) in shader devel)
Thank you
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It doesn't generate wrong code (i assume...)...it's just that you have to follow some naming conventions in your shaders for uniforms and attributes to allow jPCT-AE to inject its data into your shader. Those are documented in the GLSLShader class: http://www.jpct.net/jpct-ae/doc/com/threed/jpct/GLSLShader.html (http://www.jpct.net/jpct-ae/doc/com/threed/jpct/GLSLShader.html)
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Ok
I will try.
Merci