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cooky451
09-18-2011, 05:28 PM
Edit: My fault, used getAttributeLocation instead of getUniformLocation.



Hi,

actually I'm very confused. I'm trying to make some simple 3D shader. So when my vertex-shader looks like this, the cube I'm rendering is perfectly visible:


#version 110

uniform mat4 camfrustum;
uniform mat4 camlocal;

uniform mat4 localpos;
attribute vec4 position;

mat4 nullmat()
{
return mat4(vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 24.0, 1.0));
}

void main()
{
gl_Position = camfrustum * nullmat() * camlocal * position;
}


But if I just change "nullmat()" to "localpos", the cube comes invisible, altough the matrix I'm passing with localpos remains exactly the same. I already tried "transpose" (on glUniformMatrix4fv), but it didn't work either. (The camera matrices work ok.)

Any idea's here? If here is no error and I need to post more code, please ask for explicit parts, because my code is devided through several classes.