Closed GoogleCodeExporter closed 9 years ago
Could you attach the vertex shader for which you are getting this error?
Original comment by alokp@chromium.org
on 13 Sep 2010 at 3:25
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform sampler2D tex;
void main(void) {
vec4 z = texture2D(tex, vec2(0.0, 0.0));
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
You can also try
http://sami-code.110mb.com/gl/lesson1.html
Original comment by mrs...@gmail.com
on 13 Sep 2010 at 10:23
Vertex texture fetch is not guaranteed to be supported on any Desktop GL 2.0 or
GL ES 2.0 implementation. You should query GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
before relying on this capability.
Original comment by dan...@transgaming.com
on 13 Sep 2010 at 4:33
I know all that. Anyway I think it should be supported if possible, at least if
ANGLE is intended to be default GL implementation for Chrome. And the error
could already happen when compiling the shader (the compiler knows the
available resources).
Original comment by mrs...@gmail.com
on 13 Sep 2010 at 4:59
Daniel: Would it make sense to catch it in the shader validator? The error
messages do not make much sense once the shader has been translated.
Original comment by alokp@chromium.org
on 13 Sep 2010 at 6:03
Alok: yes, there probably should be a better error message and it if could be
caught in the shader validator that would be good.
Original comment by dan...@transgaming.com
on 13 Sep 2010 at 8:38
As of r433 there will now be an error if a vertex shader is compiled and no
vertex texture fetch is supported.
Original comment by dan...@transgaming.com
on 22 Sep 2010 at 5:19
Why isn't the access from the vertex shader to the texture samplers guaranteed?
Just began with some fancy water :O, Now just almost all reliable algorithms
aren't possible. maybe just passing the Height/displacement Map to a vertex
buffer? any tips???
Original comment by kaj.dijk...@gmail.com
on 23 Jun 2011 at 7:18
Because ES 2.0 doesn't guarantee that vertex texture fetch is supported. You
always need you check that the value of GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is
greater than 0 before using vertex textures. (incidentally ANGLE does support
this now on capable hardware so hopefully this is less of an issue for you.)
Original comment by dan...@transgaming.com
on 23 Jun 2011 at 8:22
Original issue reported on code.google.com by
mrs...@gmail.com
on 13 Sep 2010 at 12:16