Assuming this isn't a problem that arose during transcribing your code & shaders, I see the following issue:
<-- from the shader -->
attribute vec3 vertexNormale;
uniform mat4 projektionsMatrix;
uniform mat4 normalenMatrix;
<-- from the code -->
shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "vertexNormal");
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "projectionsMatrix");
shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, "normalMatrix");
The string that is used in the GLSL code and to query from the source code must match exactly.
That is "vertexNormale" will not match "vertexNormal". Similarly with "projektionsMatrix" vs. "projectionsMatrix" and for "normalenMatrix" vs "normalMatrix".
That said, I'm not quite sure how this would work on any platform, so perhaps you just transcribed the code wrong. If that's the case, please copy/paste your code *exactly* as you are trying to compile it.
Hope this helps,
On 2010-10-24, at 1:22 PM, M.Sirin wrote:
Okay, here it is: