I think that the model is being created but I cant' see it.
Looking at the log, I can see this error:
Code: Select all
QOpenGLShader::compile(Vertex): 0:1(10): error: GLSL 1.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES
[E] *** Problematic Vertex shader source code ***
[E] #version 130
#define lowp
#define mediump
#define highp
#line 2
attribute vec4 vertex;
attribute vec3 normal;
attribute vec2 aTextureCoord;
attribute float alpha;
uniform float lod;
uniform mat4 uShadowPMatrix;
uniform mat4 uShadow2PMatrix;
uniform mat4 uPMatrix;
uniform mat4 uFMatrix;
uniform mat4 uMVMatrix;
uniform mat4 uMSMatrix;
uniform float fogDensity;
varying vec2 vTextureCoord;
varying float fogFactor;
varying vec3 vNormal;
varying vec4 shadowPos;
varying vec4 shadow2Pos;
varying float vAlpha;
void main() {
shadowPos = uShadowPMatrix * uMVMatrix * uMSMatrix * vertex;
shadow2Pos = uShadow2PMatrix * uMVMatrix * uMSMatrix * vertex;
gl_Position = uPMatrix * uMVMatrix * uMSMatrix * vertex;
vec4 fogPosition = uFMatrix * uMVMatrix * uMSMatrix * vertex;
vTextureCoord = aTextureCoord;
fogFactor = sqrt((fogPosition.x)*(fogPosition.x) + (fogPosition.z)*(fogPosition.z))/(lod*1.4);
fogFactor = clamp(fogFactor, 0.0, fogDensity);
fogFactor = min(fogFactor, lod);
fogFactor = abs(fogFactor);
vNormal = normal;
vAlpha = alpha;
}
[E] ***
[I] Loading shader .vs file failed.
[E] QOpenGLShader::compile(Fragment): 0:1(10): error: GLSL 1.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES
[E] *** Problematic Fragment shader source code ***
[E] #version 130
#define lowp
#define mediump
#define highp
#line 2
varying vec2 vTextureCoord;
varying float fogFactor;
varying vec3 vNormal;
varying vec4 shadowPos;
varying vec4 shadow2Pos;
varying float vAlpha;
uniform float textureEnabled;
uniform int shadowsEnabled;
uniform float shadow1Res;
uniform float shadow1Bias;
uniform float shadow2Res;
uniform float shadow2Bias;
uniform vec4 shapeColor;
uniform float isAlpha;
uniform float alphaTest;
uniform vec4 skyColor;
uniform vec4 diffuseColor;
uniform vec4 ambientColor;
uniform vec4 specularColor;
uniform vec3 lightDirection;
uniform sampler2D uSampler;
uniform sampler2D uSampler2;
uniform sampler2DShadow shadow1;
uniform sampler2DShadow shadow2;
uniform float secondTexEnabled;
uniform mat4 uMVMatrix;
uniform mat4 uMSMatrix;
uniform float enableNormals;
uniform float colorBrightness;
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
....