Hi Mike,
Unfortunately I still get the same error, attached is the log from the info.
I don't know If this link is of any help,
http://www.gpgpu.org/forums/viewtopic.php?t=1757&sid=061d638b3ce77178e9e8784
b9612dba3?
Sorry about the long link and let me know if I can try anything... ?
Martin.
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Mike Weiblen
> Sent: 23 May 2006 17:57
> To: osg users
> Subject: Re: [osg-users] GLSL uniform arrays v. GPU drivers
>
> Ok, thanks.
> Use "set OSG_NOTIFY_LEVEL=INFO" for most complete results.
> -- mew
>
>
> Martin Naylor wrote:
> > Hi Mike,
> >
> >
> >
> >>Hi Martin,
> >>
> >>Your original port mentioned _two_ separate behaviors:
> >>
> >>1) several "cannot change Uniform type" messages.
> >>2) a glLinkProgram failure infolog about the GPU having GLSL
> restrictions.
> >>
> >>Which one or other or both are you seeing on ATI?
> >
> >
> > I am not seeing anything on the ATI? Just runs in very slow due to
> software
> > mode I guess.
> >
> > Does this not happen on Linux with an NVidia card anyone?
> >
> >
> >
> >
> >>about #1: Do you continue to see the "cannot change Uniform type" on
> >>either GPU
> >>with the latest CVS? That message should only occur when running a new-
> >>format
> >>.osg with an old OSG v1.0 binary. That message, if it occurs, has
> nothing
> >>to do
> >>with the type of GPU. If you continue to see it with current CVS,
> >>something is
> >>wrong in the OSG code that needs to be fixed.
> >
> >
> > Yes I only see the error on the NVidia card that is with the latest CVS?
> > Just so I don't waste anyones time again ;-) I will clean my OSG folder
> and
> > try again just in case its screwed.
> >
> >
> >
> >>about #2: The infolog is describing limitations of the GPU, there's
> >>nothing OSG
> >>can do about that. My ATI laptop's GPU also goes to software mode
> trying
> >>to run
> >>that example, that's just the way it goes; not all GPUs (especially
> older
> >>ones)
> >>are capable of using all the features of GLSL in hardware mode.
> >>
> >>I'd really like to fix #1 if you are continuing to see it. Are you?
> >
> > Yes :-). Let me go away and check it all out to make sure ;-).
> > Post back shortly.
> >
> > Regards
> >
> > Martin.
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
>
> _______________________________________________
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>
>
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C:\Documents and Settings\martin\Desktop>set OSG_NOTIFY_LEVEL=INFO
C:\Documents and Settings\martin\Desktop>osgviewerd glsl_array1.osg
CullSettings::readEnvironmentalVariables()
DriveManipulator::_height set to ==1.5
CullSettings::readEnvironmentalVariables()
Opened DynamicLibrary osgdb_osgd.dll
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Time to load = 0.0260452
Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES
Optimizer::optimize() doing COMBINE_ADJACENT_LODS
Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS
Optimizer::optimize() doing SHARE_DUPLICATE_STATE
Num of StateSet=4
searching for duplicate attributes
Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS
Optimizer::optimize() doing REMOVE_REDUNDANT_NODES
Optimizer::optimize() doing CHECK_GEOMETRY
Optimizer::optimize() doing MERGE_GEOMETRY
DriveManipulator::_height set to ==1.5
Setting terrain manipulator _minimumDistance to 0.00349857
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
GraphicsContext::createNewContextID() creating contextID=0
OsgCameraGroup::realize() _threadModel==Producer::CameraGroup::SingleThreaded
entering 016D3E48 init.
running 016D3E48 init.
OpenGL extensions supported by installed OpenGL drivers are:
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_Cg_shader
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NVX_conditional_render
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_swap_control
WGL_NV_float_buffer
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle
OpenGL extension 'GL_ARB_shader_objects' is supported.
OpenGL extension 'GL_ARB_vertex_shader' is supported.
OpenGL extension 'GL_ARB_fragment_shader' is supported.
OpenGL extension 'GL_ARB_shading_language_100' is supported.
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1.1
Compiling VERTEX source:
// derived from brick.vert - Mike Weiblen 2006-05-17
// Copyright 2003 3Dlabs Inc.
const vec3 LightPosition = vec3(0.0, 0.0, 4.0);
const vec2 BlockScale = vec2(0.6, 0.3);
varying float LightIntensity;
varying vec2 BlockPosition;
void main(void)
{
// per-vertex diffuse lighting
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - ecPosition);
LightIntensity = max(dot(lightVec, tnorm), 0.0);
// blocks determined by position in XZ plane.
BlockPosition = gl_Vertex.xz / BlockScale;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Compiling FRAGMENT source:
// derived from brick.frag - Mike Weiblen 2006-05-17
// Copyright 2003 3Dlabs Inc.
uniform vec3 Color1;
uniform vec3 Color2[2];
uniform float osg_FrameTime;
varying float LightIntensity;
varying vec2 BlockPosition;
void main(void)
{
float t = sin(6.28*fract(0.5*osg_FrameTime))*0.5+0.5;
vec2 blockFract = t * vec2(0.9, 0.8);
vec2 blockOffset = BlockPosition;
if (fract(blockOffset.y * 0.5) > 0.5) blockOffset.x += 0.5;
vec2 blockStep = step( fract(blockOffset), blockFract );
float colorSelect = blockStep.x * blockStep.y;
int i = int( mod( osg_FrameTime, 2.0 ) );
vec3 color = mix(Color2[i], Color1, colorSelect) * LightIntensity;
gl_FragColor = vec4(color, 1.0);
}
Linking osg::Program "" id=3 contextID=0
glLinkProgram "" FAILED
Program "" infolog:
Fragment info
-------------
<stdlib>(3044) : error C5043: profile requires index expression to be compile-t
me constant
done 016D3E48 init.
unlocked 016D3E48 init.
Time to init = 266.173
DriveManipulator::_height set to ==1.5
Setting terrain manipulator _minimumDistance to 0.00349857
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
OpenGL extension 'GL_EXT_framebuffer_object' is supported.
Warning: no valid osgUtil::SceneView::_renderStage attached, creating a default
RenderStage automatically.
GraphicsContext::decrementContextIDUsageCount(0) to 0
Closing DynamicLibrary osgdb_osgd.dll
C:\Documents and Settings\martin\Desktop>
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