Hmm, Pd-extended is actually built on a PIII 700 with an ATI card. AFAIK, it should work on older machines, but there are quite a few gotchas with Gem+various graphics cards, both old and new.
.hc On Sep 15, 2007, at 7:13 PM, Miller Puckette wrote: > My problems were on a P3/i815 machine... I'm guessing it's about 5 > years old, yes. And oops, I didn't read carefully enough to see that > Gem had indeed at least loaded for Jack -- perhaps I'm the only one > out there who runs on P3s these days. > > cheers > Miller > > On Sat, Sep 15, 2007 at 05:51:26PM -0500, chris clepper wrote: >> Jack's problem did not occur during compilation but rather when >> trying to >> load a shader. There are still a large number of shaders that >> will run on >> his hardware although not as fast as they would with more current >> hardware. >> The error and handling are in line with the spec and worked as >> designed in >> this case. >> >> GEM defaults to a basic level of hardware which is still very >> conservative >> (probably 5 years out of date or ancient in GPU terms). Most of >> the feature >> support issues come from open source drivers for fully compliant >> hardware >> (mesa ATI) or incomplete hardware that masquerades as a full GPU >> (Intel). >> >> >> On 9/15/07, Miller Puckette <[EMAIL PROTECTED]> wrote: >>> >>> This happened to me too. I had to track down the Gem objects using >>> "glsl", delete them, and recompile Gem. >>> >>> An alternative is to use the "--with-glversion" switch; this >>> appeared >>> on an earlier thread, >>> >>> http://lists.puredata.info/pipermail/pd-list/2007-04/049179.html >>> >>> It's odd that the Gem binaries as distributed in Pd extendded are >>> compiled in such a way that they won't even run on generic hardware >>> (on which Gem would still be extremely powerful!) >>> >>> cheers >>> Miller >>> On Sat, Sep 15, 2007 at 10:54:55AM -0500, chris clepper wrote: >>>> This looks like a limitation of your graphics card. Sorry. >>>> >>>> On 9/15/07, Jack <[EMAIL PROTECTED]> wrote: >>>>> >>>>> Hello list, >>>>> I get the error : >>>>> [glsl_program]: ERROR: Implementation limit of 0 active vertex >>>>> shader >>>>> samplers (e.g., maximum number of supported image units) exceeded, >>>>> vertex >>>>> shader uses 1 samplers >>>>> >>>>> My hardware : >>>>> PowerBook G4 12" >>>>> graphic card : GeForce FX Go5200 >>>>> >>>>> Because i have a poor graphic card, i have this error, is it >>>>> true ? >>>>> >>>>> I want to try some vertex displacement mapping. >>>>> >>>>> thx. >>>>> >>>>> Jack >>>>> >>>>> _______________________________________________ >>>>> PD-list@iem.at mailing list >>>>> UNSUBSCRIBE and account-management -> >>>>> http://lists.puredata.info/listinfo/pd-list >>>>> >>> >>>> _______________________________________________ >>>> PD-list@iem.at mailing list >>>> UNSUBSCRIBE and account-management -> >>> http://lists.puredata.info/listinfo/pd-list >>> >>> > > _______________________________________________ > PD-list@iem.at mailing list > UNSUBSCRIBE and account-management -> http://lists.puredata.info/ > listinfo/pd-list ------------------------------------------------------------------------ ---- kill your television _______________________________________________ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list