Hi Fred, I checked the specs: unsigned int is not part of the GLSL 1.20. It is GLSL 1.30.
Unfortunately I get on may MAC: ERROR: 0:1: '' : version '130' is not supported if I try. ;-( Appended a diff using "int", no error message and a screenshot for made with this path and map-size 4096 Screenshot at: http://dl.dropbox.com/u/17221087/fgfs-screen-003.png --- a/src/Main/CameraGroup.cxx +++ b/src/Main/CameraGroup.cxx @@ -919,11 +919,11 @@ const char *ssao_frag_src = "" "uniform float g_intensity;\n" "uniform float g_sample_rad;\n" "uniform float random_size;\n" - "uniform unsigned int osg_FrameNumber;\n" + "uniform int osg_FrameNumber;\n" "varying vec4 ray;\n" "const vec2 v[4] = vec2[](vec2(1.0,0.0),vec2(-1.0,0.0),vec2(0.0,1.0),vec2(0.0,-1.0));\n" "vec2 getRandom( in vec2 uv ) {\n" - " unsigned int level = osg_FrameNumber - ((osg_FrameNumber / 64U) * 64U);\n" + " int level = osg_FrameNumber - ((osg_FrameNumber / 64) * 64);\n" " return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 64.0) ).xy * 0.14 - 0.07 );\n" "}\n" "vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) {\n" Olaf Am 07.03.2012 um 08:45 schrieb Frederic Bouvier: > Hi Olaf, > > maybe I can tell you from a screenshot. From memory, we need at least > GL_ARB_framebuffer_object and float_texture > > I don't know what extension or declaration is required to have "unsigned int" > uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx) > > Regards, > -Fred ------------------------------------------------------------------------------ Virtualization & Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel