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I then used save file in each build, separately. Neither builds crashed while proceeding with the Deku Tree cutscene.
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#Zelda ocarina of time 3ds rom citra how toĬan someone who is still experiencing this issue upload a log file from either the most recent Nightly/BE build? Here's a guide to follow if you don't know how to get the log file.ġ328 glGetUniformLocation(program = 180, name = "tex") = -1ġ329 glGetUniformLocation(program = 180, name = "tex") = -1ġ330 glGetUniformLocation(program = 180, name = "tex") = -1ġ331 glGetUniformLocation(program = 180, name = "lut") = -1ġ332 glGetUniformLocation(program = 180, name = "lut") = -1ġ333 glGetUniformLocation(program = 180, name = "lut") = -1ġ334 glGetUniformLocation(program = 180, name = "lut") = -1ġ335 glGetUniformLocation(program = 180, name = "lut") = -1ġ336 glGetUniformLocation(program = 180, name = "lut") = -1ġ337 glGetUniformLocation(program = 180, name = "fog_lut") = -1ġ338 glGetUniformBlockIndex(program = 180, uniformBlockName = "shader_data") = 4294967295ġ339 glGetActiveUniformBlockiv(program = 180, uniformBlockIndex = 4294967295, pname = GL_UNIFORM_BLOCK_DATA_SIZE, params = 0x1c1fe0e0) It must be user-specific issues, maybe an issue with the user's hardware. In line 1338 you can see that querying the shader_data variable fails and returns -1 (4294967295). Be more careful when querying uniform blocks by checking if their index is even valid (so anything but GL_INVALID_INDEX).There are 2 steps necessary to fix this issue: Querying the active uniform block with index -1 does fail and return a broken size. This would fix the issue and improve code quality. #Zelda ocarina of time 3ds rom citra code
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