HI Umit,

It looks to be an issue with the shadows.vert containing window line
endings and osg2cpp not picking up on this.  If you run a dos2unix on
the shadows.vert file first and then run osg2cpp on the file it works
perfectly.

Robert.

On Thu, May 21, 2009 at 4:21 PM, Ümit Uzun <[email protected]> wrote:
> Hi Robert;
>
> Yes I know we need endline sign on every line break. Actually we put endline
> sign by
> fout<<variableString<<"\""<<shaderSource.substr(startOfLine,endOfLine-startOfLine)<<"\\n\""<<std::endl;
> So there is one "\n" sign in
> shaderSource.substr(startOfLine,endOfLine-startOfLine) substring. Could you
> look at the attached samples and converted type of vertex shader. Do you see
> shadow_vert.cpp files distorted format?
>
> If  I am wrong, so sorry for inconvenience.
> Regards.
>
> 2009/5/21 Robert Osfield <[email protected]>
>>
>> Hi Umit,
>>
>> The \n is used to make sure that the warnings you get back from the
>> OpenGL driver map to distrinct line numbers, without this all the
>> lines would be treated as a whole program ecoded in a single line.
>>
>> Robert.
>>
>> On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun <[email protected]> wrote:
>> > Hi Robert;
>> >
>> > I have realized that when using --shader option in osg2cpp it parses
>> > shader
>> > file in cpp but it add unneccessary endline sign(\n) every line's end.
>> > I think every shaderSource.substr(startOfLine,endOfLine-startOfLine)
>> > command
>> > should be
>> >
>> > shaderSource.substr(startOfLine,endOfLine-startOfLine-1)
>> >
>> > Regards.
>> >
>> > --
>> > Ümit Uzun
>> >
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>> >
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>> >
>> >
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>
>
>
> --
> Ümit Uzun
>
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