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GLSL Error - Different sampler types for same sample texture unit in fragment shader. #77
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Nvidia driver doesn't complain about this, weird. Possibly this should also fix #72 |
That commit fixed the
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I forgot to add, ElectronVolt and the Dagon Sandbox both run fine on my pc with the Radeon 5700 XT. |
My guess is that it is because some execution paths didn't set sampler uniforms, and they were 0 by default which is illegal for cubemaps in this case, but ok for 2D textures. Sandbox and other older demos work because I've only recently added state validation. I think apps should run fine with validation turned off (when compiled in release mode) despite invalid sampler setup - if the cubemap isn't set, it is never sampled. It should be fixed anyway, but unfortunately I don't have an AMD card to test on, so it's tricky for me. |
Yes, the screenshot looks correct. Cool, glad to hear! |
Your latest change to make stb_image optional allowed me to resolve the linking errors in #74, but I now get a runtime glsl error:
I have a Radeon 5700 XT on Win 10 64bit. I can try updating to a newer driver if you'd like.
I also have machines with an Nvidia GTX 1050 and GTX 1650 I can test, if you need me to.
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