Yes, the error is the same but now the attribute is called "a_position". 
SDL's shader is the only reference to "a_position" I can find in my 
project. I doubt it can be hidden anywhere else so that my search wouldn't 
find it.

Anyways, seems like the warning disappears when I remove the flag -s 
LEGACY_GL_EMULATION=1. I don't think I will need this flag so this issue 
isn't blocking me for now. I'll report back if I can find something else 
about this issue.



tiistai 16. elokuuta 2016 1.11.18 UTC+3 キャロウ マーク kirjoitti:
>
>
> On Aug 15, 2016, at 8:21 AM, LJA <[email protected] <javascript:>> wrote:
>
> I now tested the same code in chrome. The attribute in question is 
> "a_position". It's nothing I'm using in my shaders, but doing a search in 
> my project reveals that SDL has some built in shader using it.
> Why am I seeing errors from a SDL shader after compiling my own shaders?
>
>
> Are you saying Chrome gives you the same error but with the attribute name 
> "a_position”?
>
> “a_position” is a very common attribute name so it may not be SDL’s that 
> you are seeing. For it to be SDL’s you would have to be using the same 
> “programID” value as SDL when you call glLinkProgram and SDL would have had 
> to call BindAttribLocation before your call your gr_createProgram function. 
> It is possible that Emscripten’s OpenGL ES to WebGL wrapper could have such 
> a problem but I am unaware of any previous reports like this. The presence 
> of “webgl” in the name in the initial error certainly looks like WebGL 
> shader validation name mangling but perhaps Emscripten does name mangling 
> as well.
>
> Regards
>
>     -Mark
>
> --
>
> <http://www.edgewise-consulting.com> *Mark Callow*
> President
> www.edgewise-consulting.com 
>
>

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