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Home/ Questions/Q 6951739
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T14:15:30+00:00 2026-05-27T14:15:30+00:00

I try to send values to the GLSL, int is just all right, but

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I try to send values to the GLSL, int is just all right, but float comes out strange.

Ubuntu 10.04LTS

Graphics card: G105M

Here is my vertex shader:

#version 110

attribute vec4 a_vertex;
attribute vec3 a_texCoord;

varying vec2 v_texCoord;

uniform float u_time;

void main()
{
    gl_Position=vec4(a_vertex.x+u_time,a_vertex.y,a_vertex.z,1);
    v_texCoord=a_texCoord.xy;
}

Here is my c code:

GLint timeLoc=glGetUniformLocation(splash_screen.proHandle,"u_time");
glUniform1f(timeLoc,1.0);

Here is the strange thing: if I change the u_time to int type, it works all right. But if I go with a float it is very strange.

if I use int,the vertex x will +1,but if i use float the vertex x not change.

I think i found it.

I port my program to Android,it work well.

It’s my computer’s problem(90% is the graphic card driver)

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  1. Editorial Team
    Editorial Team
    2026-05-27T14:15:31+00:00Added an answer on May 27, 2026 at 2:15 pm

    I finall found it.

    I port my program to android,it work well

    It’s my computer’s problem(90% is the graphic card driver)

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