glgsg: change missing Cg attrib error message to debug
This can occur if a variable is optimized out by the GLSL compiler but not by the Cg compiler. So it should not be reported as an error. Fixes #417
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@ -226,12 +226,14 @@ CLP(CgShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderConte
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if (!resource) {
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resource = "unknown";
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}
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GLCAT.error()
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<< "Could not find Cg varying " << cgGetParameterName(p);
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if (attribname) {
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GLCAT.error(false) << " : " << attribname;
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "Could not find Cg varying " << cgGetParameterName(p);
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if (attribname) {
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GLCAT.debug(false) << " : " << attribname;
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}
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GLCAT.debug(false) << " (" << resource << ") in the compiled GLSL program.\n";
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}
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GLCAT.error(false) << " (" << resource << ") in the compiled GLSL program.\n";
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} else if (loc != 0 && bind._id._name == "vtx_position") {
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// We really have to bind the vertex position to attribute 0, since
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@ -312,10 +314,10 @@ CLP(CgShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderConte
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GLCAT.debug(false)
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<< " is bound to a conventional attribute (" << resource << ")\n";
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}
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}
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if (loc == CA_unknown) {
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// Suggest fix to developer.
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GLCAT.error() << "Try using a different semantic.\n";
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if (loc == CA_unknown) {
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// Suggest fix to developer.
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GLCAT.debug() << "Try using a different semantic.\n";
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}
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}
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#endif
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