Mike,
The latest tarball (actually, today's tarball seems to be broken, so I
grabbed the one from Tuesday) fixed the "cannot change Uniform type"
message. But, the rest of the errors remain. 

C:\>osgviewer glsl_array1.osg
Time to load = 0.0511785
glLinkProgram "" FAILED
Program "" infolog:
Fragment info
-------------
<stdlib>(3044) : error C5043: profile requires index expression to be
compile-time constant


C:\>


The osgviewer program runs, though, and I see three white objects.

Thom

--
Thom DeCarlo
-------------------------------------------
  The right to be heard does not include 
      the right to be taken seriously.

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Thom DeCarlo
> Sent: Wednesday, May 24, 2006 10:46 AM
> To: 'osg users'
> Subject: RE: [osg-users] GLSL uniform arrays v. GPU drivers
> 
> Mike,
> I'm a couple of weeks out of date with the CVS. I think I'm running the
> May
> 9 tarball. I'll grab last night's tarball and try that.
> 
> Thom
> 
> --
> Thom DeCarlo
> --------------------------------------------------
>    How Many Roads Must A Man Travel Down
>    Before He Admits He is Lost?
> 
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] On Behalf Of Mike Weiblen
> > Sent: Wednesday, May 24, 2006 10:39 AM
> > To: osg users
> > Subject: Re: [osg-users] GLSL uniform arrays v. GPU drivers
> >
> > Hi Thom,
> >
> > are you using the current CVS?
> >
> > I have only ever seen that "cannot change Uniform type" message when
> > running the
> > newer-formant glsl_array1.osg file against an older OSG v1.0 that
> doesn't
> > support the new uniform array stuff.
> >
> > Thanks
> > -- mew
> >
> >
> > Thom DeCarlo wrote:
> > > Oops, I haven't been paying attention. Sorry.
> > >
> > > I get the "cannot change Uniform type" message 4 times. Then the
> > > glLinkProgram error, as follows:
> > >
> > > C:\>osgviewer glsl_array1.osg
> > > cannot change Uniform type
> > > cannot change Uniform type
> > > cannot change Uniform type
> > > cannot change Uniform type
> > > cannot change Uniform type
> > > Time to load = 0.0353921
> > > glLinkProgram "" FAILED
> > > Program "" infolog:
> > > Fragment info
> > > -------------
> > > <stdlib>(3044) : error C5043: profile requires index expression to be
> > > compile-time constant
> > >
> > >
> > > C:\>
> > >
> > >
> > > This was compiled on WinXP using VisualStudio 2005. It is running on
> an
> > > Nvidia Quadro FX1100 using the 81.67 drivers. Is it time to request
> new
> > > hardware, already? ;-)
> > >
> > > Thom
> > >
> > > --
> > > Thom DeCarlo
> > > -------------------------------------------------------
> > >        If a tree falls in a virtual forest
> > >      and it's not in anyone's field of view,
> > >              does it really happen?
> > >
> > >
> > >
> > >>-----Original Message-----
> > >>From: [EMAIL PROTECTED] [mailto:osg-users-
> > >>[EMAIL PROTECTED] On Behalf Of Mike Weiblen
> > >>Sent: Tuesday, May 23, 2006 12:18 AM
> > >>To: osg users
> > >>Subject: Re: [osg-users] GLSL uniform arrays v. GPU drivers
> > >>
> > >>Hi Thom,
> > >>
> > >>I didn't see any attachment.
> > >>
> > >>When you say "getting the same error as Martin", are you refering to
> the
> > >>"cannot
> > >>change Uniform type", the glLinkProgram failure infolog, or both?
> > >>
> > >>FWIW, the fractal shaders dont work on my ATI Radeon 9600 either;
> older
> > >>GPUs
> > >>don't have the flexibility to execute arbitrary dynamic loops (nor
> > >>arbitrary
> > >>array indexing, it seems)  When originally developed back a few years
> at
> > >>3Dlabs,
> > >>those fractal shaders were crafted to show off the then-unique
> > >>capabilities of
> > >>the Wildcat Realizm GPUs.
> > >>
> > >>Cheers
> > >>-- mew
> > >>
> > >>
> > >>Thom DeCarlo wrote:
> > >>
> > >>>Mike,
> > >>>I've attached the output from testing this on my Nvidia Quadro FX
> 1100.
> > >>
> > >>I'm
> > >>
> > >>>using an OSG tarball from May 9 and the Nvidia 81.67 drivers which I
> > >>>downloaded on Feb 22.
> > >>>
> > >>>Basically, I'm getting the same error as Martin Naylor. In fact, I've
> > >>
> > >>also
> > >>
> > >>>been getting errors with your fractal GLSL examples that say
> something
> > >>
> > >>about
> > >>
> > >>>"for" statements. ((42) : error C5013: profile does not support "for"
> > >>>statements) I figured that it must be that my card is too old for
> full
> > >>>support of GLSL.
> > >>>
> > >>>Thom
> > >>>
> > >>>--
> > >>>Thom DeCarlo
> > >>>---------------------------------
> > >>>Where are we going and why am I in this handbasket?
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>>-----Original Message-----
> > >>>>From: [EMAIL PROTECTED] [mailto:osg-users-
> > >>>>[EMAIL PROTECTED] On Behalf Of Mike Weiblen
> > >>>>Sent: Saturday, May 20, 2006 6:20 PM
> > >>>>To: osg users
> > >>>>Subject: [osg-users] GLSL uniform arrays v. GPU drivers
> > >>>>
> > >>>>Hi all,
> > >>>>
> > >>>>With the recent addition to OSG of support for GLSL uniform arrays,
> my
> > >>>>testing
> > >>>>leads me to believe there's much variation in how well GPUs and
> > drivers
> > >>>>actually
> > >>>>support that GLSL feature.  It might be useful to develop a simple
> set
> > >>
> > >>of
> > >>
> > >>>>OSG
> > >>>>example files that will help evaluate vendor's GLSL capabilities.
> > >>>>
> > >>>>For example, attached is a simple .osg scene using uniform arrays
> that
> > >>
> > >>can
> > >>
> > >>>>be
> > >>>>loaded with the latest OSG in CVS.  The relevent GLSL array code is:
> > >>>>
> > >>>>   uniform vec3 Color2[2];
> > >>>>   ...
> > >>>>   int i = int( mod( osg_FrameTime, 2.0 ) );
> > >>>>   vec3 color = mix(Color2[i], Color1, colorSelect) *
> LightIntensity;
> > >>>>
> > >>>>The concept is the shader uses osg_FrameTime to toggle between the
> two
> > >>>>colors in
> > >>>>the Color2[] array.
> > >>>>
> > >>>>When run on my laptop's ATI Mobility Radeon 9800 under WinXP, the
> > >>>>following
> > >>>>message is displayed:
> > >>>>
> > >>>>"Link successful. The GLSL vertex shader will run in software due to
> > the
> > >>>>GLSL
> > >>>>fragment shader running in software. The GLSL fragment shader will
> run
> > >>
> > >>in
> > >>
> > >>>>software - unsupported language element used."
> > >>>>
> > >>>>Because it's running in software fallback mode, the framerate is
> > approx
> > >>>>1Hz.
> > >>>>
> > >>>>I'm curious if anyone else could try running this .osg file on their
> > >>>>GLSL-capable GPU, and report their result.  Also feel free to create
> > new
> > >>>>test
> > >>>>cases if you find other spotty implementations.
> > >>>>
> > >>>>Thanks
> > >>>>-- mew
> > >>>
> > >>>
> > >>>
> > >>>_______________________________________________
> > >>>osg-users mailing list
> > >>>[email protected]
> > >>>http://openscenegraph.net/mailman/listinfo/osg-users
> > >>>http://www.openscenegraph.org/
> > >>>
> > >>
> > >>
> > >>_______________________________________________
> > >>osg-users mailing list
> > >>[email protected]
> > >>http://openscenegraph.net/mailman/listinfo/osg-users
> > >>http://www.openscenegraph.org
> > >
> > > /
> > >
> > >
> > > ----------------------------------------------------------------------
> --
> > >
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> > > osg-users mailing list
> > > [email protected]
> > > http://openscenegraph.net/mailman/listinfo/osg-users
> > > http://www.openscenegraph.org/
> >
> > _______________________________________________
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> > http://www.openscenegraph.org/
> 
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