Texture/Glyph Bombing Shader

@wezrule said: Hmm, i'm not sure sorry, some other ATI bug in my code somewhere I guess. (I have commited @mifth 's spot of the implicit float cast though)

Note: if you put GLSL110 in your j3md files nvidia cards will perform stricter checking of the source.

GLSL100 is kind of before there was a real spec and JME doesn’t even put a #version in the files then… so nVidia defaults to compatibility mode. Specifying GLSL110 causes a #version 110 to be put at the top of the file and kicks off compatibility mode.

…such a time saver.

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ahhh awesome! thanks Paul. It indeed failed to compile. I was reassigning a varying in the .frag shader. I have committed a fix for that.

Good that you fixed it. Bad that there is no way to use mipmaps.