klepto2 Posted August 7 Share Posted August 7 After the latest update with the additional 4x4 matrix added to the entityinfo there are 2 errors (the second only if the 1st one is fixed) the meshlayer shaders can't be linked anymore: Failed to link shader: D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/MeshLayer/meshlayer.vert D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/PBR/PBR.frag Vertex info ----------- 1(51) : warning C7050: "texcoord" might be used before being initialized Fragment info ------------- 27(268) : warning C7024: Unreachable statement in switch body 27(393) : warning C7024: Unreachable statement in switch body 29(160) : warning C7050: "d" might be used before being initialized Link info --------- error: "emissioncolor" not declared as input from previous stage Failed to link shader: D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/MeshLayer/meshlayer.vert D:/UltraEngine_Projects/Ocean_New/FFT_Ocean/Shaders/PBR/PBR_Masked.frag Vertex info ----------- 1(51) : warning C7050: "texcoord" might be used before being initialized Fragment info ------------- 0(3) : warning C7508: extension GOOGLE_include_directive not supported 27(268) : warning C7024: Unreachable statement in switch body 27(393) : warning C7024: Unreachable statement in switch body 29(160) : warning C7050: "d" might be used before being initialized Link info --------- error: "emissioncolor" not declared as input from previous stage Can be solved by adding: layout(location = 12) flat out vec3 emissioncolor; to the Vertex.glsl under Shaders/Meshlayer After the first issue, might be due to wrong solution to the first bug, the meshlayer rendering is not working correctly anymore The layers are only drawn at one side of the terrain: 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted August 7 Share Posted August 7 After the shader modification, It looks like mesh layers only appear on terrain patches with an X and Z position above zero... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 7 Share Posted August 7 This stuff is always tricky because it's a double-blind process, since both culling and rendering are done on the GPU... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted August 7 Solution Share Posted August 7 I do not know the exact cause, but when I recompiled the culling compute shader it worked correctly. It does include other shaders, so some critical bit of information must have been missing. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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