Summary: | [GLSL] Norsetto shadow mapping: error: type mismatch | ||
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Product: | Mesa | Reporter: | Sven Arvidsson <sa> |
Component: | Mesa core | Assignee: | mesa-dev |
Status: | RESOLVED NOTOURBUG | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
URL: | http://norsetto.site11.com/?db_select=shadow&page_id=97 | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | failing shader |
Description
Sven Arvidsson
2011-05-14 08:38:33 UTC
I guess the problem is: offset.y = 0; But it should be: offset.y = 0.0; It looks like a bug in the demo. True, it does run with this small change. I don't have any other GL implementations to compare with, but I guess they are more forgiving with these errors. Yep, that's the issue. The GLSL 1.10 specification, Chapter 4, explicitly states "There are no implicit conversions between types." Another alternative is to use #version 120. GLSL >= 1.20 supports implicit conversions and would be perfectly okay with that line. There's really no reason not to use 1.20 at this point. |
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