Hi,
Yes I believe this was the latest CVS, I check it all out again and rebuild
just to make sure and let you know by the end of today.


Regards

Martin.


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen
Sent: 21 May 2006 22:26
To: osg users
Subject: Re: [osg-users] GLSL uniform arrays v. GPU drivers

Martin Naylor wrote:
> HI,
> Just out of curiosity I tried it with my Nvidia 7800 and got these errors?
> cannot change Uniform type
> cannot change Uniform type
> cannot change Uniform type
> cannot change Uniform type
> cannot change Uniform type

Are you using the latest OSG from CVS?  That shouldn't happen.

> glLinkProgram "" FAILED
> Program "" infolog:
> Fragment info
> -------------
> <stdlib>(3044) : error C5043: profile requires index expression to be
> compile-time constant

Ok, that is the kind of implementation variation we're looking for here,
thanks.
 I'm wondering if we should start a wiki page to collect all the ways GPUs
might
constrain the use of arrays?

Cheers
-- mew


> I have not followed the thread very well, so its probably something you
> are aware of.
> 
> Regards
> 
> Martin.
> 
>  
> 
>  
> 
> ------------------------------------------------------------------------
> 
> *From:* [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] *On Behalf Of *Edmond Gheury
> *Sent:* 21 May 2006 02:38
> *To:* osg users
> *Subject:* Re: [osg-users] GLSL uniform arrays v. GPU drivers
> 
>  
> 
> Hi,
> 
> I have exactly the same problem. IMO, it's not the uniform arrays
> themselves thar are not supported. It's the indirect array indexing
> feature, like Color2[i], which is not supported in HW and therefor
> falling back to software mode. However, fixed value indexing works on my
> X600 (like Color2[1]). I sent a mail to [EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]> with a test app to learn more about this
> limitation, but they replied me that it should work on my GPU, which is
> still not the case on mine with the latest drivers. Such a missing
> feature is very surprising as it's commonly used when doing vertex
> skinning for instance...
> 
> A unpratical solution for small arrays would be to make a conditional
> statement to select an array element:
> 
> vec3 color;
> if (i == 0) color = mix(Color2[0], Color1, colorSelect) * LightIntensity;
> else color = mix(Color2[1], Color1, colorSelect) * LightIntensity;
> 
> Best regards,
> 
> Edmond
> 
> 
> ------------------------------------------------------------------------
> 
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/

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