Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (769)
Games in Android Showcase (230)
games submitted by our members
Games in WIP (855)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  A note on OpenGL ES 2.0 shaders and floating point  (Read 1635 times)
0 Members and 1 Guest are viewing this topic.
Offline nerb
« Posted 2014-01-21 09:38:44 »

Howdy,

Came across something interesting today that might catch out other newbies like myself, and thought I'd post it here:

After playing with LWJGL, OpenGL and GLSL, I've got into the habit of slapping an 'f' on the end of every floating point number, including in my vert and frag shaders (i.e. 0.8f, 3f etc.). This doesn't appear to be a problem with normal OpenGL.

However today I started toying with OpenGL ES 2.0 shaders on Android, and couldn't get my shaders to compile. After pulling my hair out and trying everything, I eventually discovered that it was the f's on the end of my floats. I also found that floats must be explicitly defined with a decimal point, or once again the shaders won't compile (i.e. 1 must be written as 1.0).

So there ya have it. I'm sure it's in a reference or a tutorial somewhere, but I've yet to pay attention and notice it.

Cheers,
nerb.
Offline davedes
« Reply #1 - Posted 2014-01-21 14:27:38 »

The default version of GLSL (version 110) doesn't support implicit float casting. You need to specify #version 120 at the top of your shaders for cross-platform code. Annoyingly, some drivers will just allow implicit floats regardless.

The default GLSL ES version (100) also doesn't support implicit floats. I'm fairly sure the new ES version (300) supports them.

Offline nerb
« Reply #2 - Posted 2014-01-26 07:47:45 »

I should actually look into ES shader versions a bit more; I'm currently not using any version identifier in my code. I think I'll stick with using the lowest common denominator, and make sure I define floats carefully; at least when using ES.

Anyway, cheers davedes. You seem to have a habit of coming up with the goods in OpenGL posts.
Pages: [1]
  ignore  |  Print  
 
 

 
EgonOlsen (1572 views)
2018-06-10 19:43:48

EgonOlsen (1632 views)
2018-06-10 19:43:44

EgonOlsen (1142 views)
2018-06-10 19:43:20

DesertCoockie (1569 views)
2018-05-13 18:23:11

nelsongames (1173 views)
2018-04-24 18:15:36

nelsongames (1638 views)
2018-04-24 18:14:32

ivj94 (2395 views)
2018-03-24 14:47:39

ivj94 (1604 views)
2018-03-24 14:46:31

ivj94 (2691 views)
2018-03-24 14:43:53

Solater (882 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!