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Have you tried the MeshRender tests in cpp-tests that use the |
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Yes, test #45 (MeshRender) prints the error: VertexInputBinding: attribute: 'a_normal' not present in shader |
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Hi!
I had a shader for Axmol 1.X that took a 3D .c3t model with Blinn-Phong shading without a texture and rendered it. I generate a material with the shading information for each mesh within the model. This information is properly passed into the frag shader. However, when a set the Material on the model. I get two errors:
VertexInputBinding: attribute: 'a_normal' not present in shader
VertexInputBinding: attribute: 'a_texCoord' not present in shader
The vertex shader is below. I do declare a_normal. However, I am not being passed the normal and just a vector of NANs.
Also, I don't use a_texCoord, and so I am not sure why it is even trying to send me one.
The model has the all the necessary data, as it used to work in Axmol 1.X.
By the way, this is just a slightly modified version of SkinnedOutline.vert for the cpptests.
How do I get it to pass the normal?
Thanks!
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