http://bugs.freedesktop.org/show_bug.cgi?id=11404
------- Comment #5 from [EMAIL PROTECTED] 2007-08-11 06:23 PST ------- Created an attachment (id=11096) --> (http://bugs.freedesktop.org/attachment.cgi?id=11096&action=view) ready-made fragment and vertex shader program for use in the fs example program It only crashes if you actually define the features of the shader that crash... and actually, I can make that shader work in DP now if I add: #undef MODE_LIGHTDIRECTIONMAP_MODELSPACE #undef MODE_LIGHTDIRECTION Known other options that cause a crash are USEFOG and USEOFFSETMAPPING (however, USEOFFSETMAPPING and USEOFFSETMAPPING_RELIEFMAPPING together are fine). The crash about USECONTRASTBOOST is gone in current git. For the test app, the shader has to be copied to two parts, and one made as vertex and one made as fragment shader. I will now attach two "pre-made" files with MODE_LIGHTDIRECTION enabled so you can get the crash easier... rpolzer:+ware/libs/mesa-git/src/mesa/progs/demos 25> LD_PRELOAD=../../lib64/libGL.so ./fslight -fs ~/.nexuiz/data/glsl/default.glsl.f -vs ~/.nexuiz/data/glsl/default.glsl.v freeglut (./fslight): Unable to create direct context rendering for window './fslight' This may hurt performance. fslight: read 11751 bytes from shader file /home/rpolzer/.nexuiz/data/glsl/default.glsl.f zsh: segmentation fault (core dumped) LD_PRELOAD=../../lib64/libGL.so ./fslight -fs -vs With the nvidia driver, these shader files compile and work. I also noticed two other Mesa bugs... I edited the GLSL shader for DarkPlaces to #undef the features that crash (namely, any of the MODEs (so only lightmapped stuff works)) and Nexuiz started up - but I found: - fog crashes (can be reproduced with the test app as described) - there seems to be no antialiasing of textures, see http://hagger.rbi.informatik.uni-frankfurt.de/~polzer/nexuiz/temp/mesa_glsl_1.jpg; the non-GLSL path does antialias: http://hagger.rbi.informatik.uni-frankfurt.de/~polzer/nexuiz/temp/mesa_glsl_0.jpg - weapons and other "colormapped" stuff (which has multiple texture layers on top of each other) appears very wrong, and r_glsl_offsetmapping_reliefmapping 1; r_glsl_offsetmapping 1 causes the world to be tinted in green: http://hagger.rbi.informatik.uni-frankfurt.de/~polzer/nexuiz/temp/mesa-reliefmapping.jpg The bugs mentioned do not happen on the nvidia driver, even with the GLSL shader file edited to remove features that still crash Mesa (also attached in the tarball). -- Configure bugmail: http://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug, or are watching the assignee. ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
