0
System.Exception: Cannot invoke extension function glShaderSource ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Cannot marshal: Encountered unmappable character.
at System.StubHelpers.MngdNativeArrayMarshaler.ConvertContentsToNative(IntPtr pMarshalState, Object& pManagedHome, IntPtr pNativeHome)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at SharpGL.OpenGL.InvokeExtensionFunction[T](Object[] args) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\OpenGLExtensions.cs:line 66
--- End of inner exception stack trace ---
at SharpGL.OpenGL.InvokeExtensionFunction[T](Object[] args) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\OpenGLExtensions.cs:line 70
at SharpGL.OpenGL.ShaderSource(UInt32 shader, String source) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\OpenGLExtensions.cs:line 1296
at SharpGL.Shaders.Shader.Create(OpenGL gl, UInt32 shaderType, String source) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\Shaders\Shader.cs:line 20
at SharpGL.Shaders.ShaderProgram.Create(OpenGL gl, String vertexShaderSource, String fragmentShaderSource, Dictionary`2 attributeLocations) in c:\Repositories\GitHub\sharpgl\source\SharpGL\Core\SharpGL\Shaders\ShaderProgram.cs:line 26
我目前使用的代碼是
try
{
// Create the shader program.
var vertexShaderSource = @"#version 150 core
in vec3 in_Position;
in vec3 in_Color;
out vec3 pass_Color;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(){gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);pass_Color = in_Color;}";
var fragmentShaderSource = @"#version 150 core
in vec3 pass_Color;
out vec4 out_Color;
void main(void){ out_Color = vec4(pass_Color, 1.0); }";
shaderProgram = new ShaderProgram();
shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null); // <- exception
shaderProgram.BindAttributeLocation(gl, attributeIndexPosition, "in_Position");
shaderProgram.BindAttributeLocation(gl, attributeIndexColour, "in_Color");
shaderProgram.AssertValid(gl);
}
catch (Exception e)
{
System.Diagnostics.Debug.Write(e.ToString());
}
唯一的例外是在shaderProgram.Create
一行。當移除或縮小着色器源字符串時,錯誤不會發生,但是隨後着色器將無法編譯,並且出現Failed to compile shader with ID 2.
錯誤。我還發現,在源代碼的地方,除了自帶from但對如何解決這一問題或有什麼實際的原因是不知道。
不知道這是否可以解釋你的症狀,但着色器肯定不會成功編譯。你聲明'in_Position',然後使用'in_Potision'。 – 2015-01-04 20:54:52
不錯,但它沒有解決問題,因爲它沒有得到着色器的編譯 – ColmanJ 2015-01-06 16:12:08