macklebee Posted July 20, 2010 Posted July 20, 2010 this script when ran from the ScriptEditor will load the shader, then crashes the program. require("Scripts/constants/engine_const") RegisterAbstractPath("") Graphics(1024,768) fw=CreateFramework() shader = LoadShader("abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag") while KeyHit(KEY_ESCAPE)==0 do fw:Update() fw:Render() Flip() end can anyone else confirm before I start a bug report to make sure its not something on my end? This what I see in the console: Leadwerks Engine 2.32 Initializing Renderer... OpenGL Version: 3.3.0 GLSL Version: 3.30 NVIDIA via Cg compiler Render device: GeForce 9800 GX2/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "zip::c:/program files/leadwerks engine sdk/shaders.pak//query.vert", ""... Invoking script "C:/Program Files/Leadwerks Engine SDK/Scripts/start/collisions.lua"... Invoking script "C:/Program Files/Leadwerks Engine SDK/Scripts/start/fliphook.lua"... Invoking script "C:/Program Files/Leadwerks Engine SDK/Scripts/start/globals.lua"... Loading shader "zip::c:/program files/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse.vert", "zip::c:/program files/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse.frag"... Error: Failed to compile fragment shader object. 0(335) : error C1115: unable to find compatible overloaded function "clamp(float, int, int)" Source: #define LW_MAX_PASS_SIZE 64 #define LW_INSTANCED #define LW_SM4 #define etc... etc... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
macklebee Posted July 20, 2010 Author Posted July 20, 2010 weird... it resolved itself... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
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