View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0015841||Runner||Shaders||Public||2014-08-27 12:20||2018-10-25 15:15|
|Reporter||neodroid||Assigned To||Mike Dailly|
|Priority||Medium||Severity||C - General||Reproducibility||100%|
|Target Version||2.2.1||Fixed in Version||2.2.1|
|Summary||0015841: Shaders: shader: uv coords. change as soon as retrieve the tangents of the model.|
As soon as you retrieve and use the tangent attribute from a vertex in the vertex program, the texcoord0 changes.
In my case it becomes the texcoord1.
IMPORTANT: if you load a mesh with a single set of UVs this is not happening!
You can reproduce this quite easily:
1) Load a project where you're able to visualize a shader applied over a 3d model.
2) Create a simple shader where you visualize a texture (applied with proper uvs) over the model.
3) Add the a [ in_Tangent ] or [ in_Tangent0 ] attribute in the vertex shader and operate with it (doesn't matter how...).
4) Compile the shader again, notice how the texture cordinates are different now.
In order to visualize the bug, you can use the attached GMZ too.
|Additional Information||Original helpdesk ticket: http://help.yoyogames.com/tickets/69415|
|1.4 Found In||1.99.182|
|2.x Runtime Found In|
|2.x Runtime Verified In||22.214.171.1248|
shaderTangentError.gmz (1,634,708 bytes)
fixed in red
attribute order was alphabetical - for some stupid reason. Now remembers order, so order it's declared, is the order of the vertex format - as designed.