Hi Mike I may have narrowed down the problem. It's not so much the arrays that are causing problems, but their usage. For example indexing an array like this: arr[ind] works fine for the vertex shader, but doesn't compile on the fragment shader, saying that the index has to be constant, so that arr[ind] is not allowed, but arr[3] is ok. However, since I'm using long arrays (70 elements), I don't know how to work around this limitation. Any ideas? Notice that this error only happens on 7800, not on 8800. Also, even though I changed the osg notification level to debug, I get no error/warning messages when compiling and linking the shader. Don't know why ... (I used another glsl debugger to get the error messages) Roni
----- Original Message ----- From: "Mike Weiblen" <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" <[email protected]> Sent: Monday, February 04, 2008 8:57 PM Subject: Re: [osg-users] problem using uniform arrays > Hi Roni, > See below > > > -----Original Message----- > > From: [EMAIL PROTECTED] [mailto:osg-users- > > [EMAIL PROTECTED] On Behalf Of Roni Rosenzweig > > Sent: Monday, February 04, 2008 1:18 AM > > To: OpenSceneGraph Users > > Subject: [osg-users] problem using uniform arrays > > > > Hello > > I'm using uniform arrays in my glsl shader. On geforce 8800 it works > > great, but on 7800 doesn't work (converts to fixed shader). > > when I try to validate my shader code I get a "GL_3DL_array_objects > > extension is disabled" error. > > Assuming you used 3Dlabs' GLSLvalidate tool which, as you can see, is > only helpful up to a point. > > > Are uniform arrays not supported on geforce 7800? > > No idea. Array support often a driver issue, but could require some > hardware capability. Are both GPUs running exactly the same driver? > > It would be most helpful to see the actual error messages generated > during OSG's attempt to compile/link the shader code (eg perhaps you in > fact have a bug completely unrelated to arrays) When you increase the > OSG_NOTIFY_LEVEL, it will print out the compile/link InfoLogs containing > diagnostic info. What are those messages? > > Cut down your shader code to a bare minimum example that works on 8800 > but fails on 7800. That repro case should probably be no more than a > couple lines. > > Hth > -- mew > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

