cannot locate suitable resource to bind parameter
i get this message very often with various shaders i make (gffx)
what excatly is this based on,
its not just varying stuff cause i can stay under GL_MAX_VARYING_FLOATS_ARB but it still occurs so theres something else, what?
does this contribute -> gl_TexCoord = gl_MultiTexCoord0,
gl_TexCoord = gl_MultiTexCoord0
just assigns uv coords from fixed function OGL ready for your fragment shader.
i can only guess what your problem may be, but it sounds like you are trying to bind parameters that may declared but not be used in your shader?
after a bit more reading of the spec it seems as if gl_TexCoord are built in varying thingees, thus do take up varying resources,
so if resources are limited instead of going
gl_TexCoord = gl_MultiTexCoord0;
gl_TexCoord = gl_MultiTexCoord1;
texcoords = vec4( gl_MultiTexCoord0.x, gl_MultiTexCoord0.y, gl_MultiTexCoord1.x, gl_MultiTexCoord1.y );
provided u only want to use the texture s,t coordinates of course
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