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    [ANSWERED] GLSL ISADORA_FLOAT_PARAM Issues?

    Troubleshooting and Bug Reports
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    • B
      Bob288 Beta Tester last edited by Juriaan

      Hey All

      I am working with the GLSL Shader actor. I've created a shader and want to push my floating variables to the Actor for interaction in the Patch. This sample code wont compile and I get a syntax error for Isadora_Float_Param which I believe didn't happen in Isadora 2?

      https://support.troikatronix.com/support/solutions/articles/13000025645-glsl-shader-actor-tutorial

      As well some of the code won't compile in tutorial as there are some typos.... extra characters like ")"which you have to fix to compile 

      As a Sanity check I ran this code from the tutorial and get the Float Param error. I am running 3.0.8f12

      When commented out the syntax error resolves and the code runs. 

      Does anyone else get an error? This is with all sample code in the tutorial 


      ISADORA_FLOAT_PARAM(red_color, red, 0.0, 1.0, 1.0, "Amount of red in the output color.");
      // ISADORA_FLOAT_PARAM(green_color, gren, 0.0, 1.0, 1.0, "Amount of green in the output color.");
      // ISADORA_FLOAT_PARAM(blue_color, blue, 0.0, 1.0, 1.0, "Amount of blue in the output color.");

      uniform float red_color;// note: must match first parameter of ISADORA_FLOAT_PARAM
      uniform float green_color;// note: must match first parameter of ISADORA_FLOAT_PARAM
      uniform float blue_color;// note: must match first parameter of ISADORA_FLOAT_PARAM

      void main(void) {

         // vec4 is contains four floating point values; it is
         // often used to represent the red, green blue and alpha
         // channel components of a color. Here we create a color
         // using the red, green and blue uniform variables with
         // full (1.0) alpha. We assign this to a vec4 called c0.

         vec4 c0 = vec4(red_color, green_color, blue_color, 1.0);

         // gl_FragColor is a predefined variable that receives the color
         // output of the shader. By setting gl_FragColor to the values
         // contained in c0, the output color will be controlled by the
         // three uniform inputs.

         gl_FragColor = c0;

      }

      1 Reply Last reply Reply Quote 0
      • B
        Bob288 Beta Tester last edited by

        The issue was Solved. ISADORA_FLOAT_PARAM needs to be commented out for Isadora to recognize. 

        Juriaan 1 Reply Last reply Reply Quote 0
        • Juriaan
          Juriaan Tech Staff @Bob288 last edited by

          @bob288

          Hi there Bob, 

          It seems you already figured out the issue. Let us know how it happened. The article that you link has the correct code snippet?

          Anyhow, I mark this question as Answered.

          - Juriaan

          Isadora 3.1.1, Dell XPS 17 9710, Windows 10
          Interactive Performance Designer, Freelance Artist, Scenographer, Lighting Designer, TroikaTronix Community moderator
          Always in for chatting about interaction in space / performance design. Drop me an email at hello@juriaan.me

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