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Syntax Error Unexpected $end At Token Eof

It was a really stupid error, after all. It puts the choices in an array which is a great way to handle data like this and makes it available for use elsewhere in the script. My Art: http://l-spiro.deviantart.com/gallery/4844241/Realism My Music: https://soundcloud.com/l-spiro L. The most simple remedy is telling OpenGL which length the source string has exactly. http://allconverter.net/syntax-error/syntax-error-near-unexpected-token-in.html

Why do the Avengers have bad radio discipline? Aligning texts side by side with equations in \align environment How to decrypt .lock files from ransomeware on Windows Anxious about riding in traffic after 20 year absence from cycling Is No new replies allowed. The shader compiler then effectively concatenates the strings together like #include does before compiling.

Even if it was just one last post with a single sentence explaining the solution. [/EDIT] Edited by L. and it is a good idea to NULL terminate the file string yourself. What do you do with all the bodies? Browse other questions tagged c++ opengl glsl shader vertex-shader or ask your own question.

Why would Snape set his office password to 'Dumbledore'? I'm guessing that you saw someone write their shaders in C/C++ like this: const char *myShader[] = { "#version 330\n", "\n", "in vec3 in_position;\n", ... }; And they uploaded the shader L. Help me Stack Overflow, you're my only hope.

Not the answer you're looking for? Spiro [EDIT] I stopped reading as soon as I saw the problem. Register now! Hence you probably want something like this: #!/bin/bash cat <

asked 4 years ago viewed 2520 times active 4 years ago Related 0GLSL Compiling error when more than one char pointer (glShaderSource)3Cannot Compile Vertex Shader: Unexpected $end at token “”1Linking error EDIT: As requested, here is the function that is responsible for loading and compiling the shader source. Once again, thank you. –rjacks Jun 19 '11 at 17:17 add a comment| up vote 1 down vote Try moving the comment to after the #version declaration. This site is not affiliated with Linus Torvalds or The Open Group in any way.

Back to top #2 Sponji Members 2270 Like 2Likes Like Posted 30 August 2012 - 07:38 PM Is the loading code different for vertex shader? Outlet w/3 neutrals, 3 hots, 1 ground? Here is the code for my shader: /* MaddEngine.vert GLSL vertex shader used by Madd Engine */ void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; } Make text field readonly Can a creature with 0 power attack?

How should I tell my employer? http://allconverter.net/syntax-error/syntax-error-near-unexpected-token-fi-mac.html In 5e, do you get to use the extra attack as well when you ready an attack action? gl.glShaderSource(shaderloc, nSources, sources, sources_lengths, 0); gl.glCompileShader(shaderloc); // Actually if glGetError() returns an error you must call it in a loop // as OpenGL errors can accumulate, and you have to pop If the problem is a rogue character it will usually show up in an obvious way (the not-in-font symbol or 'weird' symbols).

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Back to top #5 Madd Members 174 Like 0Likes Like Posted 31 August 2012 - 03:43 AM I'm sorry, I just noticed the problem. more hot questions question feed lang-cpp about us tour help blog chat data legal privacy policy work here advertising info mobile contact us feedback Technology Life / Arts Culture / Recreation weblink That makes sense.

When I check the logs, I get back the following error (for both shaders): (0) : error C0000: syntax error, unexpected $end at token "" I'm not sure this is relevant... Logged Print Pages: [1] « previous next » LWJGL Forum > Programming > OpenGL > error C0501: type name expected at token "" SMF 2.0.12 | SMF © Browse other questions tagged c++ opengl or ask your own question.

This is the source code of my main file: //glew #define GLEW_STATIC #include //GLFW #include #include #include #include #include //Read shaders from file const GLchar*

Is there any financial benefit to being paid bi-weekly over monthly? Now, because of this, you can have each line as a separate string. This doesn't work because the result of c_str() becomes invalid if you modify the string. shaderFile.close(); const std::string &VertexShaderCode = shaderData.str(); //Get the string stream as a std::string.

Thanks for the helpful answer. –rjacks Jun 19 '11 at 7:41 add a comment| up vote 3 down vote Although an answer already has peen provided and accepted, I'll just write Secret salts; why do they slow down attacker more than they do me? What am I doing wrong? check over here If you then follow it with a :, it will allow it to loop around as many times as you wish.

Not the answer you're looking for? The program reads a vertex shader and a fragment shader from a file and compiles them. Derp Back to top #3 BitMaster Members 8647 Like 0Likes Like Posted 31 August 2012 - 12:41 AM Is it possible you have invalid characters in the file? Is there any financial benefit to being paid bi-weekly over monthly?

The typecast you performed should trigger you a thick fat warning. I tried hard coding the vertex shader to a string instead of loading it from a file and it worked, so I supposed the part of loading the string from the Remnants of the dual number Square root image filter tool in Python Joining two lists with relational operators Why would Snape set his office password to 'Dumbledore'? On the vertex shader.

I edit the files with gedit under Ubuntu, which uses UTF-8. shell shell-script share|improve this question edited Oct 2 '14 at 17:13 Mat 30.5k594114 asked Oct 2 '14 at 12:49 Swifty124 36018 1 Surely you mean "EOF", not "ECF"? –l0b0 Oct Also, try putting an extra empty line at the end of the file. Aug 1, 2012 at 10:33am UTC Owain (149) Possibly try ending your files with a new line.

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