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- Starting program: /home/tzaeru/projektit/forestopolis/HOPE/a.out
- [Thread debugging using libthread_db enabled]
- [New Thread 0xb396db70 (LWP 9321)]
- [Thread 0xb396db70 (LWP 9321) exited]
- [New Thread 0xb396db70 (LWP 9322)]
- TESTI
- TESTI
- Program received signal SIGSEGV, Segmentation fault.
- 0x00000000 in ?? ()
- /*... SHADERII */
- GLenum myp;
- glewInit();
- printf("TESTI\n");
- char ves[] = "uniform int time, no; varying vec4 diffuse,ambient; varying vec3 normal,lightDir,halfVector;\
- void main() { \
- normal = normalize(gl_NormalMatrix * gl_Normal); \
- lightDir = normalize(vec3(gl_LightSource[0].position)); \
- halfVector = normalize(gl_LightSource[0].halfVector.xyz);\
- diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;\
- ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;\
- ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;\
- gl_Position = ftransform();\
- }";
- char frs[] = "uniform int time, no; varying vec4 diffuse,ambient; varying vec3 normal,lightDir,halfVector; \
- void main() { \
- vec3 n,halfV;\
- float NdotL,NdotHV;\
- vec4 color = ambient;\
- n = normalize(normal);\
- NdotL = max(dot(n,lightDir),0.0);\
- if (NdotL > 0.0) { \
- color += diffuse * NdotL; \
- halfV = normalize(halfVector); \
- NdotHV = max(dot(n,halfV),0.0); \
- color += gl_FrontMaterial.specular * \
- gl_LightSource[0].specular * \
- pow(NdotHV, gl_FrontMaterial.shininess);} \
- gl_FragColor = color;\
- if (no > 0){\
- gl_FragColor[0] *= 0.39;\
- gl_FragColor[1] *= 0.26;\
- gl_FragColor[2] *= 0.13;}\
- else{\
- gl_FragColor[0] *= 0.49 / (time/200000.);\
- gl_FragColor[1] *= 0.86 / (time/200000.);\
- gl_FragColor[2] *= 0.06 / (time/200000.);}\
- }";
- const GLcharARB * myfs;
- const GLcharARB * myvs;
- myfs = &frs[0];
- myvs = &ves[0];
- GLenum myv;
- GLenum myf;
- printf("TESTI\n");
- /* SEURAAVAAN KAATUU ********************/
- myp = glCreateProgram();
- printf("TESTI\n");
- myv = glCreateShader(GL_VERTEX_SHADER_ARB);
- myf = glCreateShader(GL_FRAGMENT_SHADER_ARB);
- glShaderSource(myv, 1, &myvs, NULL);
- glShaderSource(myf, 1, &myfs, NULL);
- glCompileShader(myv);
- glCompileShader(myf);
- glAttachShader(myp, myv);
- glAttachShader(myp, myf);
- glLinkProgram(myp);
- glUseProgram(myp);
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