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Thread: uniform,attribute type error ?

  1. #1
    Junior Member Newbie
    Join Date
    Sep 2013
    Posts
    5

    Exclamation uniform,attribute type error ?

    hi,

    im using SDL2, NDK, OpenGl ES 2.0 on ubunto 12.04, and when i declare variable as "uniform type or attribute type", i get this error :

    main.cpp:15:1: error: 'uniform' does not name a type

    here my included files :
    #include <SDL2/SDL.h>
    #include <android/log.h>
    #include <iostream>
    #include <GLES2/gl2.h>
    #include <EGL/egl.h>
    #include <GLES2/gl2ext.h>

    thanks a lot.

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Apr 2010
    Location
    Germany
    Posts
    1,128
    And what do you have at line 15 of main.cpp?

  3. #3
    Junior Member Newbie
    Join Date
    Sep 2013
    Posts
    5
    here my main.cpp

    my program work without any porblem when i remove this line "uniform vec4 myVar;"

    ************************************************** ************************************************** ********************
    #include <SDL2/SDL.h>
    #include <android/log.h>
    #include <iostream>
    #include <GLES2/gl2.h>
    #include <EGL/egl.h>
    #include <GLES2/gl2ext.h>


    uniform vec4 myVar;


    int main(int argc, char **argv)
    {
    // Notre fenetre

    SDL_Window* fenetre(0);
    SDL_GLContext contexteOpenGL(0);

    SDL_Event evenements;
    bool terminer(false);


    // Initialisation de la SDL

    if(SDL_Init(SDL_INIT_VIDEO) < 0)
    {
    std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl;
    SDL_Quit();

    return -1;
    }


    // Version d'OpenGL

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);


    // Double Buffer

    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);


    // Creation de la fenetre

    fenetre = SDL_CreateWindow("Test SDL 2.0", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);

    if(fenetre == 0)
    {
    std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl;
    SDL_Quit();

    return -1;
    }


    // Creation du contexte OpenGL

    contexteOpenGL = SDL_GL_CreateContext(fenetre);

    if(contexteOpenGL == 0)
    {
    std::cout << SDL_GetError() << std::endl;
    SDL_DestroyWindow(fenetre);
    SDL_Quit();

    return -1;
    }


    // Boucle principale

    while(!terminer)
    {
    SDL_PollEvent(&evenements);

    if(evenements.window.event == SDL_WINDOWEVENT_CLOSE)
    terminer = true;

    glClearColor(0.0, 1.0, 1.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    SDL_GL_SwapWindow(fenetre);

    SDL_Delay(100);
    }


    // On quitte la SDL

    SDL_GL_DeleteContext(contexteOpenGL);
    SDL_DestroyWindow(fenetre);
    SDL_Quit();

    return 0;
    }
    ************************************************** ************************************************** *********

  4. #4
    Junior Member Newbie
    Join Date
    Sep 2013
    Posts
    5
    thank you thokra for your reply

  5. #5
    Advanced Member Frequent Contributor
    Join Date
    Apr 2010
    Posts
    748
    Please use [code][/code] tags around source code.
    You are programming in C/C++ and "uniform" is not a keyword in those languages, hence the compiler complains. It is a keyword in GLSL, but code written in GLSL is stored in strings (or loaded at runtime from text files) and passed to the shader compiler (at runtime!) that is part of your OpenGL implementation (aka. the graphics driver).

  6. #6
    Junior Member Newbie
    Join Date
    Sep 2013
    Posts
    5
    sorry its my first post, and thank you its clear

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