One comment about the slices:
Currently the file ending for the slices is *.c (f.e.
Wouldn't it be wiser to use something like *.shader/*.slice/*.glsl or something similar for easier editor support? :)
Currently the file ending for the slices is *.c (f.e.
planet/Graphics.ocg/AmbientShader.c
). That is the same file ending as for the script files.Wouldn't it be wiser to use something like *.shader/*.slice/*.glsl or something similar for easier editor support? :)
ck, my linux build of the lights branch crashes on startup when not using editor mode. The game in editor mode seems to work perfectly.
Mh, how do I make a debug build in linux? Is it just with cmake -DCMAKE_BUILD_TYPE=Debug .. ?
This is some output running with gdb: (RelWithDbgInfo)
Program received signal SIGSEGV, Segmentation fault.
0x00000000008877e4 in C4Shader::GetUniform(int) const ()
This is some output running with gdb: (RelWithDbgInfo)
Program received signal SIGSEGV, Segmentation fault.
0x00000000008877e4 in C4Shader::GetUniform(int) const ()
>RelWithDbgInfo
Hmm, have you tried Debug instead of RelWithDbgInfo?
RelWithDebInfo might be good enough, but "-DCMAKE_BUILD_TYPE=Debug" is even better. Anyway, to get the stacktrace, just type "bt" at the gdb prompt after it crashed.
I think I found and fixed the problem. Graphics resources need to be loaded earlier from Graphics.ocg, since the shaders are required early. Would be good if you can confirm it.
Would probably be good to keep track of it in the bugtracker with all the other light bugs / todos...
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