I haven't tried 1.9, it would take quite a while to update our game to it so I'm waiting for the final version. If 1.9 is known to work on iOS 7 devices I may have to update though...
I can't exactly tell which materials with the RTSS are causing the problem, it looks like all of them, I see the error 5 or 6 times for RTSS materials in the log, and that is about how many we use. They are extremely simple, stuff like this:
Code: Select all
material "barrow_door_stone_barrow_door_stone_mat"
{
technique
{
pass
{
ambient 1 1 1 1
diffuse 1 1 1 1
specular 0 0 0 0
emissive 0 0 0
texture_unit
{
texture d_barrow_door_stone.tga
tex_coord_set 0
colour_op modulate
scale 1 1
scroll 0 0
rotate 0
}
}
}
}
As for custom shaders, all of them cause the error. Here is an example of a simple one:
Code: Select all
HiddenCharacterVp.glsles
#version 100
precision highp float;
// inputs from Ogre
attribute vec4 vertex;
// inputs from material
uniform mat4 worldViewProj;
void main()
{
// calculate output position
gl_Position = worldViewProj * vertex;
}
Code: Select all
HiddenCharacterFp.glsles
#version 100
precision highp float;
void main()
{
gl_FragColor = vec4(0.6,0.6,0.6,1);
}
Code: Select all
HiddenCharacter.material
vertex_program HiddenCharacterVPCg cg
{
source HiddenCharacter.cg
entry_point hiddencharacter_vp
profiles vs_4_0 vs_1_1 arbvp1
}
vertex_program HiddenCharacterVPGLSLES glsles
{
source HiddenCharacterVp.glsles
profiles glsles
}
vertex_program HiddenCharacterVP unified
{
delegate HiddenCharacterVPGLSLES
delegate HiddenCharacterVPCg
}
fragment_program HiddenCharacterFPCg cg
{
source HiddenCharacter.cg
entry_point hiddencharacter_fp
profiles ps_4_0 ps_2_0 arbfp1 fp20
}
fragment_program HiddenCharacterFPGLSLES glsles
{
source HiddenCharacterFp.glsles
profiles glsles
}
fragment_program HiddenCharacterFP unified
{
delegate HiddenCharacterFPGLSLES
delegate HiddenCharacterFPCg
}
Was there any changes to Ogre in 1.9 related to shader binding? For the sake of making this build I'm going to attempt to recompile ogre and our game with an older SDK version and see if that solves it, but if there is a code change in 1.9 I could port back that would be an ideal solution. I'm just not sure where to look.