Hi!
I made a program earlier with the CS 0.98 pseudostable release. I wanted to use CS 0.99, but I got the following message:
crystalspace.graphics3d.shadercompiler.xmlshader:
Shader 'std_lighting_fixed', pass 0: invalid buffer destination 'texture
coordinate diffuse'
Shader 'std_lighting_fixed', pass 0: invalid buffer destination 'texture
coordinate diffuse'
Shader 'std_lighting_fixed', pass 0: invalid buffer destination 'texture
coordinate diffuse'
Shader 'std_lighting_fixed', pass 0: invalid buffer destination 'texture
coordinate diffuse'
and the picture is really messed up. I found an entry in the change history:
- res changed the xmlshader plugin to not have buffer mappings for
the color, normal and texcoord buffers by default. While conveniant,
it could also result in subtle performance issues, e.g. when a
buffer is autobound that has to be calculated relatively expensively
by a buffer getter, yet is not used in the actual shader (e.g. Thing
vertex colors, which are often not used). In this context, requiring
an explicit mapping of all buffers seems the better approach - you
can see if you forgot a mapping, but may never notice if you waste
cycles because of an autobound buffer you don't need.
the color, normal and texcoord buffers by default. While conveniant,
it could also result in subtle performance issues, e.g. when a
buffer is autobound that has to be calculated relatively expensively
by a buffer getter, yet is not used in the actual shader (e.g. Thing
vertex colors, which are often not used). In this context, requiring
an explicit mapping of all buffers seems the better approach - you
can see if you forgot a mapping, but may never notice if you waste
cycles because of an autobound buffer you don't need.
I think this is the problem. Unfortunatelly I don't know what to set and where to set and how to set. I hope somebody can help me.
Thanks in advance:
Miki
