getting warning messages:
gl.getProgramInfoLog() WARNING: Could not find vertex shader attribute 'position' to match BindAttributeLocation request.
from examples/webgl_rtt.html
Might be related this commit..? 515dadad34835fff6cfd5c8750fbc6444c036372
Yep! And it's a good thing. Before we weren't seeing these warnings because it was inside the _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false check.
Now we can see that something wrong is happening. Haven't been able to resolve it though.
Hey Mr Doob! long time since we talked last, but have LOVED using Three.js!! I'm getting this error too, but the shader seems to continue to work just fine as far as I can tell.
Any updates or progress on this error?
Thanks much! - John
Mr Grden! Glad to see you around ^^
Well, it's more of a "warning" than an error. I'm currently refactoring WebGLRenderer bit by bit and I haven't yet assimilated where this is coming from. The bad news is that after today we'll be getting even more warnings because I did the same thing for shaders.
But, don't worry, I'm the first one that gets annoyed by these red messages on the console. I hope to figure it out before the next release.
Yeah it doesn't break anything, it's just that the client sees it and we have to keep reminding them that there's not a problem ;)
That's a nerdy client... :)
Super sketchy solution, but you can always do this... :P
renderer.context.getProgramInfoLog = function () { return '' };
LOL you have no idea how nerdy...I'll ping you when the project is released, and you'll know why ;)
I love the render.context override! thanks for that. I was overriding console["error"] and turning that on and off as I went ;)
Uhm... Overriding console.error is probably "better"... Oh god... ;D
Ok... So my theory is that, because of the #ifdef stuff in the material shaders the compiler isn't confident than position is available so it throws a warning when it's asked to ensure attribute 0 for it...
Ok. The problem is still there for stuff using morphTargets, but it should be gone for the rest.
The real solution would be to rewrite the whole shaders system so it doesn't use #ifdefs...
Nice!! Excellent work!
:+1:
So if I still get this warning with stuff using morphTargets, I... should just ignore it?
Yeah... Seems like we haven't had time to look at it yet...