Reading shaders from text file |
Owen Alanzo Hogarth
Guest
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I am reading a file using SDL but the string it returns doesn't work properly in my shader, it renders a black screen. Here's the read file function
 SDL_RWops *io = SDL_RWFromFile(file_path, "r");   char* line = NULL;   if (io != NULL)   {     char name[1];     size_t amnt_read = 0;     size_t index = 0;     size_t buffer = 4096;     line = (char*)malloc(sizeof(char) * buffer);     while( amnt_read = SDL_RWread(io, name, sizeof (name), 1) > 0)     {       line[index] = (char)name[0];       ++index;       if(index == buffer -1)       {         buffer = buffer * 2;         line = realloc(line, buffer);         SDL_Log("\nreallocing %zu\n", buffer);       }     }     line = realloc(line, (sizeof(char) * index));     line[index] = '\0';     SDL_RWclose(io);   } else { SDL_Log("----------- Android ------------ FAILED TO LOAD RESOURCE |\t%s\t|",file_path); }   return line; I've tried all these formats of writing a shader to a file: http://pastebin.com/ThMrtcVR I hope that I can solve this, for now I just hardcode the shader into the src file before accessing it. On the same line I have one more question. Writing shaders for desktop with layout, in and out then rewriting the same code for gles with varying, attribute etc, does SDL provide a way to abstract that away? |
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Reading shaders from text file |
Jonny D
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Have you checked what glGetShaderInfoLog() has to say?
SDL does not currently have any abstraction (or interface, for that matter) for shaders. You'll have to either write multiple versions of the same shaders or write your own translation layer. Jonny D On Tue, Aug 18, 2015 at 11:28 AM, Owen Alanzo Hogarth wrote:
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Reading shaders from text file |
Owen Alanzo Hogarth
Guest
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Hi Jonny D
Thanks for the info, helped me sort out the issues. I might have to write a light gl core to es translator. On Tue, Aug 18, 2015 at 11:37 PM, Jonathan Dearborn wrote:
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