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GFXGLDevice setShader fix. #1327

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rextimmy commented Jun 14, 2015

Ok i stuffed up the other PR, branch was a mess. Anyways...attempt number 2 :)

This took ages to track down, compiling on VS 2013 was displaying nothing but the clear screen color when loading a level with GL. Long story short, the materials where not able to set their shader because the GFXGLDevice setShader function was wrong (missing the bool force).

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crabmusket Jun 14, 2015

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Replaces #1326. Thanks for this! Glad you managed to solve the issue.

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crabmusket commented Jun 14, 2015

Replaces #1326. Thanks for this! Glad you managed to solve the issue.

@crabmusket crabmusket added the Bug label Jun 14, 2015

@crabmusket crabmusket added this to the 3.7 milestone Jun 14, 2015

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One other nasty i noticed, when using #include with GLSL shader file, if you happen to have an #include "blah.h" within a comment it will try and load that too.

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rextimmy commented Jun 14, 2015

One other nasty i noticed, when using #include with GLSL shader file, if you happen to have an #include "blah.h" within a comment it will try and load that too.

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Azaezel Jun 14, 2015

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Can confirm it works for non-occulous at least. Much obliged.

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Azaezel commented Jun 14, 2015

Can confirm it works for non-occulous at least. Much obliged.

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crabmusket Jun 15, 2015

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Merged in b5f8e9a. Thanks!

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crabmusket commented Jun 15, 2015

Merged in b5f8e9a. Thanks!

@crabmusket crabmusket closed this Jun 15, 2015

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Azaezel Jun 21, 2015

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this needs rolling into development. that is where it's causing issues.

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Azaezel commented Jun 21, 2015

this needs rolling into development. that is where it's causing issues.

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rextimmy Jun 21, 2015

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Yeah sorry i only tested on development not release-3.7

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rextimmy commented Jun 21, 2015

Yeah sorry i only tested on development not release-3.7

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Azaezel Jun 21, 2015

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not exactly breaking things to have a never-triggered option added. but yeah. it's the former that's not displaying a thing and spewing errors in opengl.

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Azaezel commented Jun 21, 2015

not exactly breaking things to have a never-triggered option added. but yeah. it's the former that's not displaying a thing and spewing errors in opengl.

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Ah right, sorry. I think we'll go ahead and release 3.7 tonight. I've been having trouble with the dev branch after merging in 3.7 and wanted to get that fixed before we released, but it seems like it's just me, so I shouldn't worry :p.

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crabmusket commented Jun 21, 2015

Ah right, sorry. I think we'll go ahead and release 3.7 tonight. I've been having trouble with the dev branch after merging in 3.7 and wanted to get that fixed before we released, but it seems like it's just me, so I shouldn't worry :p.

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rextimmy Jun 22, 2015

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I also never tested with GCC or VS < 2013 before the fix. I assume they where ok otherwise someone would have noticed long before.

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rextimmy commented Jun 22, 2015

I also never tested with GCC or VS < 2013 before the fix. I assume they where ok otherwise someone would have noticed long before.

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I think I tested it. Sounds like the sort of thing I'd do.

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crabmusket commented Jun 22, 2015

I think I tested it. Sounds like the sort of thing I'd do.

@rextimmy rextimmy deleted the rextimmy:gfxGLDevice_fix branch Sep 11, 2015

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