
- #VEC3 FL STUDIO DOWNLOAD 64 BIT#
- #VEC3 FL STUDIO DOWNLOAD UPDATE#
- #VEC3 FL STUDIO DOWNLOAD PATCH#
- #VEC3 FL STUDIO DOWNLOAD FOR ANDROID#
- #VEC3 FL STUDIO DOWNLOAD CODE#
I mean the one anycodings_opengl that was used in the sucessfully anycodings_opengl linking. "Shaders compiled and linked without anycodings_opengl error" Hmm, this looks odd.Īccording to spec (see: anycodings_opengl ) anycodings_opengl GL_INVALID_OPERATION should only be anycodings_opengl generated if:Īre you sure the getHandle()method of anycodings_opengl the class your program Object belongs to anycodings_opengl returns the right id. Try to anycodings_opengl get the error string with anycodings_opengl gluErrorString() or take a look in the anycodings_opengl header to which of those 1282 maps.Ĭheck your shader got compiled without anycodings_opengl error?Ĭheck your shader got linked without anycodings_opengl error? Possible error codes for anycodings_opengl glGetUniformLocation are: GL_INVALID_VALUE Thanks for the help anycodings_c++ folks.Įrror number ÃÂ♁282` is not very anycodings_opengl descriptive. X = anycodings_c++ 0.200000003, y = 0.0, z = 0.200000003, w = anycodings_c++ 1.0Ī collaborator on this project moved the anycodings_c++ call for glUseProgram. These are the values for ambientProd at the anycodings_c++ time that line is executed. For clarity I am explicitly anycodings_c++ using this line instead glUniform4f( ambientHandle, ambientProd.x, ambientProd.y, ambientProd.z, ambientProd.w )

For testing I am anycodings_c++ commenting out the lines below the ones for anycodings_c++ ambientProduct. Here are the values of all anycodings_c++ handles:

I have checked program->getHandle is a anycodings_c++ valid program If( dot(L, N) getHandle() is pointing to anycodings_c++ something that looks valid. discard the specular highlight if the light's behind the vertex Uniform vec4 ambientProduct, diffuseProduct, specularProduct įloat Ks = pow(max(dot(N, H), 0.0), shininess) output values that will be interpretated per-fragmentįragment.glsl // per-fragment interpolated values from the vertex shader GlUniform1f( shinyHandle, materialShininess ) GLuint shinyHandle = glGetUniformLocation(program->getHandle(), "shininess") GlUniform4fv( lightPosHandle, 1, light.position )

GLuint lightPosHandle = glGetUniformLocation(program->getHandle(), "lightPosition") GlUniform4fv( specularHandle, 1, specularProduct ) GLuint specularHandle = glGetUniformLocation(program->getHandle(), "specularProduct") GlUniform4fv( diffuseHandle, 1, diffuseProduct ) GLuint diffuseHandle = glGetUniformLocation(program->getHandle(), "diffuseProduct") GlUniform4fv( ambientHandle, 1, ambientProduct )
#VEC3 FL STUDIO DOWNLOAD CODE#
After setting up my anycodings_c++ uniforms I get a 1282 error from anycodings_c++ glGetError() for this piece of code GLuint ambientHandle = glGetUniformLocation(program->getHandle(), "ambientProduct") These will start with FL Studio 11.5 sometime in the future.I am trying to add lighting to my current anycodings_c++ scene of a simple cube. NOTE: We expect this will be the last FL Studio version prior to moving to the FL Studio 12 betas. Bugfixes as reported since the last version, FL Studio 11.0.4.
#VEC3 FL STUDIO DOWNLOAD FOR ANDROID#
#VEC3 FL STUDIO DOWNLOAD UPDATE#
NOTE: To use the update installer you need to know where your current FL Studio 11 is installed.
#VEC3 FL STUDIO DOWNLOAD PATCH#
Patch FL Studio 11 (any version) to 11.1 32/64 Bit update installer (116MB)
#VEC3 FL STUDIO DOWNLOAD 64 BIT#
We are pleased to announce FL Studio 11.1 32 and 64 Bit versions.įull Studio 11.1 full 32/64 Bit installer (356MB) (4) Get the latest version here - FL Studio 11.1.1 Latest Version (32 & 64 Bit)
