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 Post subject: Re: Liners OXP
PostPosted: Thu Dec 06, 2012 8:31 pm 
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Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.

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 Post subject: Re: Liners OXP
PostPosted: Thu Dec 06, 2012 8:32 pm 
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Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.
The bug was probably mainly cosmetic.

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 Post subject: Re: Liners OXP
PostPosted: Thu Dec 06, 2012 8:35 pm 
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Completely cosmetic - somehow the dock had been shifted into the model 100m or so. Hence whilst you could dock, you could also see stars going past between its edge and the front of the liner.

Didn't exactly look good ;)

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 Post subject: Re: Liners OXP
PostPosted: Thu Dec 06, 2012 9:28 pm 
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Quote:
Docking worked on my computer.
Ha, yes, it all worked OK...Just didn't look good. Thargoid gave me the heads up a few days ago, and when I looked it was definitely not right! The strange thing is nobody noticed it sooner.

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 Post subject: Re: Liners OXP
PostPosted: Thu Dec 06, 2012 9:39 pm 
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Quote:
Quote:
Docking worked on my computer.
Ha, yes, it all worked OK...Just didn't look good. Thargoid gave me the heads up a few days ago, and when I looked it was definitely not right! The strange thing is nobody noticed it sooner.
Well, the fact of the matter is that I never docked with an Emerald, and you don't see it from the distance.

I just tried it for the first time after I posted, and indeed, I could see the stars.

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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 5:06 pm 
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Code:
  16:54:41.711 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for liners_tigershark.vertex:
>>>>> GLSL log:
0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:54:41.711 [shader.load.failed]: ***** ERROR: Could not build shader liners_tigershark.vertex/liners_tigershark.fragment.
What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 in liners_tigershark.vertex


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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 6:17 pm 
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Quote:
Code:
  16:54:41.711 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for liners_tigershark.vertex:
>>>>> GLSL log:
0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:54:41.711 [shader.load.failed]: ***** ERROR: Could not build shader liners_tigershark.vertex/liners_tigershark.fragment.
What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 in liners_tigershark.vertex
Hmmm, I wonder if the preprocessor error is caused by your graphics card not being very good with OpenGL?


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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 7:01 pm 
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No, it's a shader code error, one I'll never forgive myself for. I never thought this mistake would be so widely spread across OXPs.


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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 7:07 pm 
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No, it's a shader code error, one I'll never forgive myself for.
<hands the Admiral a pistol, salutes, turns and leaves the room>

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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 7:30 pm 
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Quote:
No, it's a shader code error, one I'll never forgive myself for. I never thought this mistake would be so widely spread across OXPs.
How comes it doesn't get seen by everyone though?


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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 7:41 pm 
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Quite Grand Sub-Admiral
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Quote:
How comes it doesn't get seen by everyone though?
No idea. I would dare say that drivers that don't report the error are the ones likely to be considered buggy. Believe me, it is an error.


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 Post subject: Re: Liners OXP
PostPosted: Wed Sep 04, 2013 10:06 pm 
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The mug person responsible for hosting this OXP hasn't got a clue about this clever shadery stuff :roll: so could someone confirm that to fix this all I need to do is delete line 1
Code:
#define OO_TANGENT_ATTR 1  // <---- Define OO_TANGENT_ATTR to 1 so that Oolite gives correct tangent data to shader.
from the liners_tigershark.vertex file?

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 Post subject: Re: Liners OXP
PostPosted: Thu Sep 05, 2013 6:02 pm 
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Get rid of the whole head part
Code:
#define OO_TANGENT_ATTR 1
#ifdef OO_TANGENT_ATTR
attribute vec3 tangent;
#else
const vec3 tangent = vec3(1.0, 0.0, 0.0);
#endif
and simply use
Code:
attribute vec3 tangent;


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 Post subject: Re: Liners OXP
PostPosted: Thu Sep 05, 2013 6:07 pm 
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Thank you :)

<heads off to the OXP workshop...>

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 Post subject: Re: Liners OXP
PostPosted: Thu Sep 05, 2013 6:37 pm 
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<...returns!>
v1.6 is now available with the fix suggested above. Hopefully this will clear-up this problem for good. Thanks again, Svengali.

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