Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On 24 Dec 2011, at 14:06, Vivian Meazza wrote: The model-combined shader uses EXT_texture3D Right, I've gained a bit more understanding from digging in the OSG sources: The error: OpenGL extension 'GL_EXT_texture3D' is not supported. is a red-herring; the Texture3D class in OSG checks this, but actually it's only used for a 'fast' flag which seems to do nothing. For my primary error, it's the water shader at level 2 or above that is the culprit (discovered thanks to Gijs' dialog). (If I go to level 4, things don't get any worse, though I realise from water.eff that's a different technique) So, what's the next step in understanding this? The effect claims to use the noise texture (in unit 9, as always): texture-unit unit9/unit typenoise/type /texture-unit And specifies the noise as a uniform: uniform nameNoise/name typesampler-3d/type value type=int9/value /uniform I note from previous conversations on IRC that water.frag doesn't acutally do anything with the Noise sampler-3d, so I commented it out, but this makes no difference to the errors. So, this is where my knowledge runs out - can someone suggest the next debugging step, to identify the problem in the water effect? James -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
Hi, On Wednesday, December 28, 2011 15:29:50 James Turner wrote: So, this is where my knowledge runs out - can someone suggest the next debugging step, to identify the problem in the water effect? Can you post the output from glxinfo -l. Where the -l prints 'some interresting limits' ... Or since you are on macos. May be there is an appropriate 'aglinfo -l' Mathias -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On 28 Dec 2011, at 15:40, Mathias Fröhlich wrote: Can you post the output from glxinfo -l. OpenGL limits: GL_MAX_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIP_PLANES = 6 GL_MAX_COLOR_MATRIX_STACK_DEPTH = 10 GL_MAX_ELEMENTS_VERTICES = 1048575 GL_MAX_ELEMENTS_INDICES = 15 GL_MAX_EVAL_ORDER = 10 GL_MAX_LIGHTS = 8 GL_MAX_LIST_NESTING = 64 GL_MAX_MODELVIEW_STACK_DEPTH = 32 GL_MAX_NAME_STACK_DEPTH = 128 GL_MAX_PIXEL_MAP_TABLE = 256 GL_MAX_PROJECTION_STACK_DEPTH = 10 GL_MAX_TEXTURE_STACK_DEPTH = 10 GL_MAX_TEXTURE_SIZE = 16384 GL_MAX_3D_TEXTURE_SIZE = 16384 GL_MAX_VIEWPORT_DIMS = 16384, 16384 GL_ALIASED_LINE_WIDTH_RANGE = 1, 64 GL_SMOOTH_LINE_WIDTH_RANGE = 1, 64 GL_ALIASED_POINT_SIZE_RANGE = 1, 64 GL_SMOOTH_POINT_SIZE_RANGE = 1, 64 GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 8192 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 4 GL_MAX_TEXTURE_UNITS_ARB = 8 GL_MAX_TEXTURE_LOD_BIAS_EXT = 16 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16 GL_MAX_DRAW_BUFFERS_ARB = 8 GL_MAX_CONVOLUTION_WIDTH/HEIGHT = 11, 11 GL_VERTEX_PROGRAM_ARB: GL_MAX_PROGRAM_INSTRUCTIONS_ARB = 262144 GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB = 4096 GL_MAX_PROGRAM_TEMPORARIES_ARB = 65535 GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB = 64 GL_MAX_PROGRAM_PARAMETERS_ARB = 1024 GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ATTRIBS_ARB = 32 GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB = 16 GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB = 2 GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = 1 GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB = 1024 GL_MAX_PROGRAM_ENV_PARAMETERS_ARB = 256 GL_FRAGMENT_PROGRAM_ARB: GL_MAX_PROGRAM_INSTRUCTIONS_ARB = 4096 GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB = 4096 GL_MAX_PROGRAM_TEMPORARIES_ARB = 64 GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB = 64 GL_MAX_PROGRAM_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ATTRIBS_ARB = 10 GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB = 10 GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB = 0 GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = 0 GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB = 1024 GL_MAX_PROGRAM_ENV_PARAMETERS_ARB = 128 GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB = 2048 GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB = 2048 GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB = 2048 GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB = 2048 GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB = 2048 GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB = 2048 GL_VERTEX_SHADER_ARB: GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB = 4096 GL_MAX_VARYING_FLOATS_ARB = 128 GL_MAX_VERTEX_ATTRIBS_ARB = 16 GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_TEXTURE_COORDS_ARB = 8 GL_FRAGMENT_SHADER_ARB: GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB = 4096 GL_MAX_TEXTURE_COORDS_ARB = 8 GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
Hi James, De: James Turner So, what's the next step in understanding this? The effect claims to use the noise texture (in unit 9, as always): texture-unit unit9/unit typenoise/type /texture-unit Can you post the output from glxinfo -l. OpenGL limits: ... GL_MAX_TEXTURE_UNITS_ARB = 8 ... GL_MAX_TEXTURE_COORDS_ARB = 8 It looks like the texture unit of the noise texture is beyond the limits of your card Regards, -Fred -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On 28 Dec 2011, at 16:04, Frederic Bouvier wrote: GL_MAX_TEXTURE_UNITS_ARB = 8 ... GL_MAX_TEXTURE_COORDS_ARB = 8 It looks like the texture unit of the noise texture is beyond the limits of your card Indeed. What I find strange (but probably due to lack of knowledge) is that the card is documented to have considerably more texture units than this, and there's another limit which seems to suggest that: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 (in the vertex shader section) I guess there's an intrinsic difference between 'regular' texture units, presumably addressable via the various texture API calls, and image units available to a shader? James -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On Wed, Dec 28, 2011 at 5:04 PM, Frederic Bouvier fredfgf...@free.fr wrote: Hi James, De: James Turner So, what's the next step in understanding this? The effect claims to use the noise texture (in unit 9, as always): OpenGL limits: ... GL_MAX_TEXTURE_UNITS_ARB = 8 ... GL_MAX_TEXTURE_COORDS_ARB = 8 It looks like the texture unit of the noise texture is beyond the limits of your card Since we are talking about shaders, aren't the limits GL_VERTEX_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 16 GL_FRAGMENT_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 instead? -- Csaba/Jester -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On 28 Dec 2011, at 16:15, Csaba Halász wrote: Since we are talking about shaders, aren't the limits GL_VERTEX_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 16 GL_FRAGMENT_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 Well, I just commented out (in the effects file) any reference to the noise texture, or texture unit 9, and the errors go away. I note the Texture3D code in OSG (which underpins the noise texture in SimGear) must use a 'traditional' texture unit, not a shader one. So when a shader does actually need to use the noise texture, presumably it should be assigned to units 0...7 in my case. Csaba, since you have the same card as me, but are not seeing this issue, what limit are you getting for GL_MAX_TEXTURE_UNITS_ARB? (From the fglrx driver, I guess) James -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
Hi, On Wednesday, December 28, 2011 16:22:20 James Turner wrote: On 28 Dec 2011, at 16:15, Csaba Halász wrote: Since we are talking about shaders, aren't the limits GL_VERTEX_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 16 GL_FRAGMENT_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 The texture IMAGE units are the right ones. Well, I just commented out (in the effects file) any reference to the noise texture, or texture unit 9, and the errors go away. I note the Texture3D code in OSG (which underpins the noise texture in SimGear) must use a 'traditional' texture unit, not a shader one. So when a shader does actually need to use the noise texture, presumably it should be assigned to units 0...7 in my case. May be osg confuses the traditional texture units and the shaders texture image units? Mathias -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On Wed, Dec 28, 2011 at 5:22 PM, James Turner zakal...@mac.com wrote: Csaba, since you have the same card as me, but are not seeing this issue, what limit are you getting for GL_MAX_TEXTURE_UNITS_ARB? (From the fglrx driver, I guess) My limits differ in a few places from yours, sometimes better sometimes worse. The TEXTURE_UNITS stuff is the same, but the TEXTURE_COORDS aren't - where you have 8, I have 16. I wonder if that could be significant? Full list follows: OpenGL limits: GL_MAX_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16 GL_MAX_CLIP_PLANES = 8 GL_MAX_COLOR_MATRIX_STACK_DEPTH = 10 GL_MAX_ELEMENTS_VERTICES = 2147483647 GL_MAX_ELEMENTS_INDICES = 16777215 GL_MAX_EVAL_ORDER = 40 GL_MAX_LIGHTS = 8 GL_MAX_LIST_NESTING = 64 GL_MAX_MODELVIEW_STACK_DEPTH = 32 GL_MAX_NAME_STACK_DEPTH = 64 GL_MAX_PIXEL_MAP_TABLE = 256 GL_MAX_PROJECTION_STACK_DEPTH = 10 GL_MAX_TEXTURE_STACK_DEPTH = 10 GL_MAX_TEXTURE_SIZE = 16384 GL_MAX_3D_TEXTURE_SIZE = 8192 GL_MAX_VIEWPORT_DIMS = 16384, 16384 GL_ALIASED_LINE_WIDTH_RANGE = 1, 128 GL_SMOOTH_LINE_WIDTH_RANGE = 1, 63 GL_ALIASED_POINT_SIZE_RANGE = 1, 8192 GL_SMOOTH_POINT_SIZE_RANGE = 1, 63 GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 16384 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 20 GL_MAX_TEXTURE_UNITS_ARB = 8 GL_MAX_TEXTURE_LOD_BIAS_EXT = 16 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16 GL_MAX_DRAW_BUFFERS_ARB = 8 GL_MAX_CONVOLUTION_WIDTH/HEIGHT = 11, 11 GL_VERTEX_PROGRAM_ARB: GL_MAX_PROGRAM_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_TEMPORARIES_ARB = 320 GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB = 256 GL_MAX_PROGRAM_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ATTRIBS_ARB = 29 GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB = 32 GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB = 1 GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = 1 GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ENV_PARAMETERS_ARB = 256 GL_FRAGMENT_PROGRAM_ARB: GL_MAX_PROGRAM_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_TEMPORARIES_ARB = 320 GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB = 256 GL_MAX_PROGRAM_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ATTRIBS_ARB = 29 GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB = 16 GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB = 0 GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = 0 GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ENV_PARAMETERS_ARB = 256 GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB = 2147483647 GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB = 2147483647 GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB = 2147483647 GL_VERTEX_SHADER_ARB: GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB = 16384 GL_MAX_VARYING_FLOATS_ARB = 128 GL_MAX_VERTEX_ATTRIBS_ARB = 29 GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 32 GL_MAX_TEXTURE_COORDS_ARB = 16 GL_FRAGMENT_SHADER_ARB: GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB = 16384 GL_MAX_TEXTURE_COORDS_ARB = 16 GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 -- Csaba/Jester -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
De: James Turner On 28 Dec 2011, at 16:15, Csaba Halász wrote: Since we are talking about shaders, aren't the limits GL_VERTEX_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 16 GL_FRAGMENT_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 Well, I just commented out (in the effects file) any reference to the noise texture, or texture unit 9, and the errors go away. I note the Texture3D code in OSG (which underpins the noise texture in SimGear) must use a 'traditional' texture unit, not a shader one. So when a shader does actually need to use the noise texture, presumably it should be assigned to units 0...7 in my case. Csaba, since you have the same card as me, but are not seeing this issue, what limit are you getting for GL_MAX_TEXTURE_UNITS_ARB? (From the fglrx driver, I guess) What happens if you change 9 in 1 (tex unit 1 is not used) in model-combined.eff ? Regards, -Fred -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
Hi, On Friday, December 23, 2011 17:05:03 James Turner wrote: == glValidateProgram FAILED id=12 contextID=0 infolog: Validation Failed: Sampler error: Samplers of different types use the same texture image unit. - or - A sampler's texture unit is out of range (greater than max allowed or negative). OpenGL extension 'GL_EXT_texture3D' is not supported. === Just a quick answer: Make sure the shaders effect files have ths extenstion correctly tested. Then, fgfs should disable these shaders and the errors are gone. In the end, the driver tells you that it does not support this feature by not announcing this in the extension string/having an apropriate gl version. We probably fail to detect that properly, and tell the driver to do that dispite of the extension string. And as a result the driver just bails out - it could not do different ... And no, this is not ATI specific, it is just that by accident your ATI driver misses something that you tell it to just do - which just could not work with any driver on any hardware. Thie required extensions are in the effect files. Whatever changes are done with the shaders, the effect files *must* contain the minimum condition under which gl version/extensions this shader is valid. This is complex, but the only way to make that run portable. merry christmas Mathias -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote: Thie required extensions are in the effect files. Whatever changes are done with the shaders, the effect files *must* contain the minimum condition under which gl version/extensions this shader is valid. This is complex, but the only way to make that run portable. According to this, there should be no extension required: http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html And 'glxinfo' reports: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Radeon HD 5770 OpenGL Engine OpenGL version string: 2.1 ATI-7.12.9 OpenGL shading language version string: 1.20 (and no 3D texturing extension token) Do we have a minimum OpenGL version requirement? 1.3 vs 1.4 vs 2.0? Hmmm. James -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On Sat, 2011-12-24 at 10:12 +, James Turner wrote: On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote: Thie required extensions are in the effect files. Whatever changes are done with the shaders, the effect files *must* contain the minimum condition under which gl version/extensions this shader is valid. This is complex, but the only way to make that run portable. According to this, there should be no extension required: http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html And 'glxinfo' reports: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Radeon HD 5770 OpenGL Engine OpenGL version string: 2.1 ATI-7.12.9 OpenGL shading language version string: 1.20 (and no 3D texturing extension token) Do we have a minimum OpenGL version requirement? 1.3 vs 1.4 vs 2.0? glxinfo: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 9600 GT/PCI/SSE2/3DNOW! OpenGL version string: 2.1.2 NVIDIA 173.14.22 glxinfo | grep 3D OpenGL renderer string: GeForce 9600 GT/PCI/SSE2/3DNOW! GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, But then again: http://developer.amd.com/archive/radeonarchives/RadeonSampleCode/EXT_texture3D-Extension/Pages/default.aspx The Radeon® has full support for EXT_texture3D, which is a required feature for OpenGL® 1.2 compliance. Odd. Erik -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
Hi, On Saturday, December 24, 2011 11:12:10 James Turner wrote: According to this, there should be no extension required: http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html And 'glxinfo' reports: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Radeon HD 5770 OpenGL Engine OpenGL version string: 2.1 ATI-7.12.9 OpenGL shading language version string: 1.20 (and no 3D texturing extension token) I don't know that off hands. I would also think that the relevant docs for that is the OpenGL standard documents or the extension specification documents. both from kronos. Do we have a minimum OpenGL version requirement? 1.3 vs 1.4 vs 2.0? No, we don't. And the current code should be able to render well on pretty old versions. Even if some shaders dont' work, the old fixed function stuff should still give fine pictures. At least if the extension requirements are correct in the effect files. So, not sure if there is something we can do to make the 3d textures work on apple. Could you also double check if the osg extension check works correctly on your install? May be by just stepping into that with the debuger? That could also explain the error message you postet. That one looks to me like the texture is not found by the linker. May be because of some part of the code not setting the texture state for this texture?! Greetings Mathias -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
On Fri, Dec 23, 2011 at 5:05 PM, James Turner zakal...@mac.com wrote: I'm having the dreaded 'invalid operation after ' errors from OSG, which makes seeing other debug output. Once again, it relates to 3D textures, and is presumably Ati specific. Details: - latest Git of fg+sg+fgdata, OSG 3.0.1 - card is a Radeon 5770, with the official Apple drivers, info strings says: ATI Radeon HD 5770 OpenGL Engine 2.1 ATI-7.12.9 - c172 or UFO at EGPH, traffic enabled At shaders quality = 0 or 1, I do *not* get the message - at quality level 2 or higher, I do. Just as a data point: HD5770 here too, but linux fglrx. I don't see such messages, up to quality level 3. Anything higher causes lock-up of FGFS (have to kill it). -- Csaba/Jester -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)
Csaba, I have the same problem. Lock-up is caused by the Landmass shader as soon as I switch to level 4. Linux, fglrx Just as a data point: HD5770 here too, but linux fglrx. I don't see such messages, up to quality level 3. Anything higher causes lock-up of FGFS (have to kill it). -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel