Possible bug in Android PVR SDK ?

This topic contains 2 replies, has 2 voices, and was last updated by  mkandula 5 years, 5 months ago.

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  • #30855

    mkandula
    Member

    This is the basic pfx shader code which works just fine in my windows emulator and also on iPhone device.

    On PVR Android, I am getting a error message

    “TEXTURE basetex missing matching UNIFORM in [EFFECT] on line 54”

    Can someone tell me what this problem is ????

    [HEADER]

         VERSION          01.00.00.00

         DESCRIPTION texture example

         COPYRIGHT     VirtualMaze Avighna

    [/HEADER]

    [TEXTURES]

         FILE basetex      Basetex.pvr          LINEAR-LINEAR-LINEAR

    [/TEXTURES]

    [VERTEXSHADER]

         NAME           VertexShader

         // LOAD GLSL AS CODE

         [GLSL_CODE]

              attribute highp vec3 inVertex;

              attribute highp vec3 inNormal;

              attribute highp vec2 inTexCoord;

              uniform highp   mat4 WVPMatrix;

              varying mediump vec2   TexCoord;

              varying highp vec3 PosTexC;

              

              void main()

              {

                   gl_Position = WVPMatrix * vec4(inVertex + inNormal*0.0001,1);               

                   TexCoord = inTexCoord;     

                   PosTexC = inVertex;

              }

         [/GLSL_CODE]

    [/VERTEXSHADER]

        

    [FRAGMENTSHADER]

         NAME           FragmentShader

         // LOAD GLSL AS CODE

         [GLSL_CODE]

              uniform sampler2D sBaseTex;

              //uniform samplerCube sBaseTex;

              varying mediump vec2   TexCoord;

              varying highp vec3 PosTexC;

              

         

              void main()

              {

                   gl_FragColor.rgba = texture2D(sBaseTex, TexCoord).rgba;                    

                   //gl_FragColor.rgb = textureCube(sBaseTex, PosTexC).rgb;          

              }

         [/GLSL_CODE]

    [/FRAGMENTSHADER]

    [EFFECT]

         NAME      Effect

              

         // GLOBALS UNIFORMS

         UNIFORM WVPMatrix                WORLDVIEWPROJECTION

         UNIFORM     sBaseTex               FTEX_IDX0

         // ATTRIBUTES

         ATTRIBUTE      inVertex     POSITION

         ATTRIBUTE     inNormal     NORMAL

         ATTRIBUTE     inTexCoord     UV

         VERTEXSHADER   VertexShader

         FRAGMENTSHADER FragmentShader

         TEXTURE 0 basetex

    [/EFFECT]

    #35795

    Arron
    Member

    Hi mkandula.

    In the latest SDK PFX semantics have been moved to tools code, so the semantic TEXTURE[0-n] should be used instead of your own FTEX_IDX0 as PFX doesn’t know what this semantic is, hence the error.

    To correct your error change to the following code:

    Code:
         // GLOBALS UNIFORMS

         UNIFORM WVPMatrix               WORLDVIEWPROJECTION

         UNIFORM     sBaseTex              TEXTURE0
    #35796

    mkandula
    Member

    Yes..I just got that figured out an hour ago..also I was using the older SDK for windows EMULATOR. With the newer SDK the bug is reproduced on the windows EMULATOR as well.

    Thanks for the reply !!

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