Re: Code doesn't run on amd/ati hardware

"Mike C. Fletcher" <[email protected]> Tue, 15 Jan 2013 09:51:18 -0500
Newsgroups gmane.comp.python.opengl.user
Message-ID <[email protected]>
On 13-01-14 05:44 PM, Ian Mallett wrote:
> Hey,
>
> I had exactly this same problem some years ago. The solution for me 
> was to replace:
> glShaderSource(self.fragmentShaderId, self.fragmentShader120)
> . . . with:
> glShaderSource(self.fragmentShaderId, [self.fragmentShader120])
Weird, I thought I'd fixed that ages ago.  The wrapper is *supposed* to 
look at the source and say "is this a string or unicode? then wrap it 
with a list"...

Maybe I dreamed I fixed it... ah... the low-level wrapper would only 
convert 8-bit strings into arrays-of-objects, any chance these were 
unicode strings?  The higher-level wrapper 
(OpenGL.GL.shaders.compileShader) *does* do the conversions for Unicode, 
but the low-level stuff was checking just for bytes.

Anyway, wrapping with a list should be fine, as it's what the API 
actually expects.

Thanks for pointing out the error,
Mike

-- 
________________________________________________
   Mike C. Fletcher
   Designer, VR Plumber, Coder
   http://www.vrplumber.com
   http://blog.vrplumber.com


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