我有一个OpenGL应用程序,我在过去编译过,但现在不能在同一台机器上。问题似乎在于片段着色器未正确编译。
此外,所有必要的上下文都是在程序开始时创建的。下面是我的程序创建函数的外观:
std::string vSource, fSource;
try
{
vSource = getSource(vertexShader, "vert");
fSource = getSource(fragmentShader, "frag");
}
catch (std::runtime_error& e)
{
std::cout << e.what() << std::endl;
}
GLuint vsID, fsID;
try
{
vsID = compileShader(vSource.c_str(), GL_VERTEX_SHADER); //Source char* was checked and looking good
fsID = compileShader(fSource.c_str(), GL_FRAGMENT_SHADER);
}
catch (std::runtime_error& e)
{
std::cout << e.what() << std::endl; //incorrect glsl version 450 thrown here
}
GLuint programID;
try
{
programID = createProgram(vsID, fsID); //Debugging fails here
}
catch (std::runtime_error& e)
{
std::cout << e.what() << std::endl;
}
glDeleteShader(vsID);
glDeleteShader(fsID);
return programID;
我的主要:
/* ---------------------------- */
/* OPENGL CONTEXT SET WITH GLEW */
/* ---------------------------- */
static bool contextFlag = initializer::createContext(vmath::uvec2(1280, 720), "mWs", window);
std::thread* checkerThread = new std::thread(initializer::checkContext, contextFlag);
/* --------------------------------- */
/* STATIC STATE SINGLETON DEFINITION */
/* --------------------------------- */
Playing Playing::playingState; //Failing comes from here which tries to create a program
/* ---- */
/* MAIN */
/* ---- */
int main(int argc, char** argv)
{
checkerThread->join();
delete checkerThread;
Application* app = new Application();
...
return 0;
}
#version 450 core
out vec4 fColor;
void main()
{
fColor = vec4(0.5, 0.4, 0.8, 1.0);
}
这就是我认为的错误:
[Engine] Glew initialized! Using version: 2.1.0
[CheckerThread] Glew state flagged as correct! Proceeding to mainthread!
Error compiling shader: ERROR: 0:1: '' : incorrect GLSL version: 450
ERROR: 0:7: 'fColor' : undeclared identifier
ERROR: 0:7: 'assign' : cannot convert from 'const 4-component vector of float' to 'float'
我的规格如下:
我将声明我之前在同一台机器中编译了着色器。磁盘格式化后,我再也做不到了。但是,每个驱动程序都会更新。