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cubemap lod blocks compiling with openGL

Laurent Harduin 11 lat temu Ostatnio zmodyfikowane przez Freya Holmér (Developer) 11 lat temu 3

I think that putting something in the cubemap "MIP" input blocks OpenGL compilation.

See here for fix (I tested it should work):

http://forum.unity3d.com/threads/79011-unable-to-compile-shader-for-opengl-profile-with-textureCubeLod-(texCUBElod-on-d3d9)

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This is now fixed in Beta 0.20 :)

That's interesting! I've tried getting it to work, without success before (Which is why OpenGL is blocked when you connect it)

I presume this will work for tex2d mips as well?

I didn't try to manipulate tex2d mips yet so I didn't test the fix on it.

So, essentially, branch on SHADER_API_OPENGL and make sure to add #pragma glsl.

I'll try it in a bit! Currently working on getting all the features in now for the first beta release, will try and fix as many bugs as possible during the beta.

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This is now fixed in Beta 0.20 :)