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IlyaDudarLikes 0Problem Description
ERROR::SHADER::COMPILATION_FAILEDERROR: 0:5: Use of undeclared identifier 'pozition'
ERROR::PROGRAM::LINKING_FAILEDERROR: One or more attached shaders not successfully compiled
did everything exactly like a video tutorial
my code:
#include <iostream>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
using namespace std;
const GLint WIDTH = 800, HEIGTH = 600;
const GLchar *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, pozition.z, 1.0);\n"
"}";
const GLchar *fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main () \n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}";
int main () {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow *window = glfwCreateWindow (WIDTH, HEIGTH, "Learn OpenGL", nullptr, nullptr);
int screenWidth, screenHeight;
glfwGetFramebufferSize (window, &screenWidth, &screenHeight);
if (nullptr == window) {
cout<<"Failed to create GLFW window"<<endl;
glfwTerminate ();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
cout<<"Failed to initialize GLEW"<<endl;
return EXIT_FAILURE;
}
glViewport (0, 0, screenWidth, screenHeight);
GLuint vertexShader = glCreateShader (GL_VERTEX_SHADER);
glShaderSource (vertexShader, 1, &vertexShaderSource, NULL );
glCompileShader (vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv (vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog (vertexShader, 512, NULL, infoLog);
cout<<"ERROR::SHADER::COMPILATION_FAILED"<<infoLog<<endl;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource (fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader (fragmentShader);
glGetShaderiv (fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog (fragmentShader, 512, NULL, infoLog);
cout<<"ERROR::FRAGMENT::COMPILATION_FAILED"<<infoLog<<endl;
}
GLuint shaderProgram = glCreateProgram ();
glAttachShader (shaderProgram, vertexShader);
glAttachShader (shaderProgram, fragmentShader);
glLinkProgram (shaderProgram);
glGetProgramiv (shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog (shaderProgram, 512, NULL, infoLog);
cout<<"ERROR::PROGRAM::LINKING_FAILED"<<infoLog<<endl;
}
glDeleteShader (vertexShader);
glDeleteShader (fragmentShader);
GLfloat vertices [] {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint VBO, VAO;
glGenVertexArrays (1, &VAO);
glGenBuffers (1, &VBO);
glBindVertexArray (VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData (GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof (GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, 0);
glBindVertexArray (0);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClear (GL_COLOR_BUFFER_BIT);
glUseProgram ( shaderProgram );
glBindVertexArray ( VAO );
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray (0);
glfwSwapBuffers (window);
}
glDeleteVertexArrays (1, &VAO);
glDeleteBuffers (1, &VBO);
glfwTerminate ();
return EXIT_SUCCESS;
}
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Sonar Systems adminLikes 0
What OS are you using?
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IlyaDudarLikes 0
MacOS Mojave
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IlyaDudarLikes 0
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Sonar Systems adminLikes 0
Did you link the resources folder to copy?
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IlyaDudarLikes 0
You mean this?
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IlyaDudarLikes 0
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IlyaDudarLikes 0
If that's not what you mean, then I don't know... I did everything exactly as in the video
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Sonar Systems adminLikes 0
I cant see anything?
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IlyaDudarLikes 0
well I cut out a piece of screen, and then pasted in chat ctrl + v. After refreshing the page, there really is no image.…
on the screenshot I wanted to show that to the header search paths I specified /usr/local/include. and connected all the required libraries
all as you explained in the video tutorial
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Sonar Systems adminLikes 0
Try uploading the image to another website
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IlyaDudarLikes 0
did I do everything right? or missed something? as I understand it that would be enough to compile the shaders
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Sonar Systems adminLikes 0
Did you copy the shader files over to the executable directory?
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IlyaDudarLikes 0
where are the Shader files?
do I understand correctly that after writing this code, a shader file should appear?
/Users/ilya/Library/Developer/Xcode/DerivedData/collectAndKill-codlznmoddbxvffzuaytdcewzesb/Build/Products/Debug/collectAndKill
there is no Shader file!
screenshot:
https://wampi.ru/image/6QJW9MP
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IlyaDudarLikes 0
https://wampi.ru/image/6QJW9MP
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Sonar Systems adminLikes 0
Which tutorials are you creating?
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IlyaDudarLikes 0
https://www.youtube.com/watch?v=EIpxcNl2WJU&t=515s
OpenGL 3.0+ [GETTING STARTED] Tutorial 1
The triangle is not displayed! only a blank window
"I don't know English well, I apologize in advance!"
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Sonar Systems adminLikes 0
Which setup video did you use?
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IlyaDudarLikes 0
https://www.youtube.com/watch?v=Tz0dq2krCW8&t=158s
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IlyaDudarLikes 0
established I as in this video
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IlyaDudarLikes 0
the following video shows how to draw a triangle
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IlyaDudarLikes 0
I would like to offer to send the project by emal
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IlyaDudarLikes 0
In this case you can test it yourself and check if I need to fix something.
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IlyaDudarLikes 0
If everything works on your machine, this means that the problem is somewhere else.
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Sonar Systems adminLikes 0
Have you tried the code from the GitHub page?
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IlyaDudarLikes 0
the problem is solved! the error was in the code, I fixed it!
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Sonar Systems adminLikes 0
:D
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