norten shen <[email protected]> wrote: > I'm trying to run clutter app in intel CE4100 platform, seems the > clutter 1.4.2 version running ok, but change to 1.6.2, report blow > error: > > (<unknown>:1630): Cogl-egl-WARNING **: Shader compilation failed: > Compile failed. > ERROR: 0:3: 'mat4X4' : No precision defined for this type > ERROR: 0:6: 'float' : No precision defined for this type
This is a bug in Clutter. Fragment shaders on GLES2 needs a precision specifier for all of the types. We put in a 'precision highp float' line on all of the generated shaders to specify a default precision except in 1.6.0 I added some builtin uniforms to the fragment shader and I accidentally put them above the default precision specifier so it didn't work. We didn't notice the problem because we only regularly test the GLES2 backend using Mesa and that lets you get away without a precision specifier. I've pushed a patch¹ to fix it to the master branch and the clutter-1.6 branch. It would be great if you could test it and let me know if it works for you. I've tested it here on my Palm Pre and it does seem too fix it. Thanks Regards, - Neil ¹ http://git.clutter-project.org/clutter/commit/?id=9b9c4ea6cfbcf4 _______________________________________________ clutter-app-devel-list mailing list [email protected] http://lists.clutter-project.org/listinfo/clutter-app-devel-list
