好吧我搜索了其他人的问题,并找不到解决我的问题。我在C#和GLSL 330中使用OpenTK。它生成错误消息 错误c0000:语法错误,意外的'?'在令牌'?'错误c0000:语法错误,意外的'?'在令牌'?'
由于某种原因,它不喜欢我正在做的事情。所以,这里是我的代码,我希望有人能告诉我我做错了什么。
public static string vertexShaderSource = @"
#version 330
uniform mat4 pvm;
in vec4 Position;
in vec2 texCoord;
out vec2 texCoordV;
void main()
{
texCoordV = texCoord;
gl_Position = Position * pvm;
}";
public static string fragmentShaderSource = @"
#version 330
in vec2 texCoordV;
out vec4 colorOut;
void main()
{
colorOut = vec4(texCoord, 0.0, 0.0);
}";
public void Initalize()
{
style = GUI_Skin.styles[0];
vertices = new Vector3[6];
vertices[0] = new Vector3(0, 0, 0f);
vertices[1] = new Vector3(100, 0, 0f);
vertices[2] = new Vector3(0, 100, 0f);
vertices[3] = new Vector3(100, 0, 0f);
vertices[4] = new Vector3(0, 100, 0f);
vertices[5] = new Vector3(100, 100, 0f);
GL.GenBuffers(1, out vertHandle);
GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(vertices.Length * Vector3.SizeInBytes),
vertices, BufferUsageHint.StaticDraw);
texCoords = new Vector2[6];
texCoords[0] = new Vector2(0,0);
texCoords[1] = new Vector2(1, 0);
texCoords[2] = new Vector2(0, 1);
texCoords[3] = new Vector2(1, 0);
texCoords[4] = new Vector2(0, 1);
texCoords[5] = new Vector2(1, 1);
GL.GenBuffers(1, out texHandle);
GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle);
GL.BufferData<Vector2>(BufferTarget.ArrayBuffer,
new IntPtr(texCoords.Length * Vector2.SizeInBytes),
texCoords, BufferUsageHint.StaticDraw);
}
public void Draw()
{
GL.EnableVertexAttribArray(vertHandle);
GL.BindBuffer(BufferTarget.ArrayBuffer, vertHandle);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0);
GL.EnableVertexAttribArray(texHandle);
GL.BindBuffer(BufferTarget.ArrayBuffer, texHandle);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vector2.SizeInBytes, 0);
GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
GL.DisableVertexAttribArray(vertHandle);
GL.DisableVertexAttribArray(texHandle);
}
通常有一些与编译顶点或片段着色器时 – 2014-10-26 22:10:13
此错误讯息apear错误线/位置信息? – BDL 2014-10-26 22:37:28
听起来像是一个字符编码问题。 GLSL需要UTF-8的一小部分,并且如果遇到不希望评论之外的字符,就会产生这样的错误。如果删除'@'并在每行的末尾使用'\ n'而不是一个长的逐字字符串文字,那么这会改变什么吗? – 2014-10-26 23:45:02