Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Frederic Bouvier
> 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_IMAG

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Csaba Halász
On Wed, Dec 28, 2011 at 5:22 PM, James Turner 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 sometime

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Mathias Fröhlich
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 =

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread 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_SHAD

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Csaba Halász
On Wed, Dec 28, 2011 at 5:04 PM, Frederic Bouvier 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_TEX

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread James Turner
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 t

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Frederic Bouvier
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): > > > 9 > noise > >> Can you post the output from glxinfo -l. > >OpenGL limits: ... >GL_MAX_TEXTUR

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread James Turner
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

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Mathias Fröhlich
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

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread James Turner
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 OS

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Vivian Meazza
> -Original Message- > From: Erik Hofman [mailto:[email protected]] > Sent: 24 December 2011 10:40 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d > textures, again) > > On Sat, 2011-12-24 at 1

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Mathias Fröhlich
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. > OpenG

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Erik Hofman
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 ve

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread James Turner
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 on

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Mathias Fröhlich
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 (

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-23 Thread Robert
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). > ---

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-23 Thread Csaba Halász
On Fri, Dec 23, 2011 at 5:05 PM, James Turner 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.

[Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-23 Thread James Turner
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 drive

Re: [Flightgear-devel] Debugging

2010-10-21 Thread César Espinoza
i got the same error when i created a property with a number as first character 2010/10/4, Frederic Bouvier : > Hi Gene, > > - "Gene Buckle" a écrit : >> On Mon, 4 Oct 2010, Frederic Bouvier wrote: >> >> > Hi Chris, >> > >> > You may have an incorrect line break in a XML file, in a property >>

Re: [Flightgear-devel] Debugging

2010-10-04 Thread Frederic Bouvier
Hi Gene, - "Gene Buckle" a écrit : > On Mon, 4 Oct 2010, Frederic Bouvier wrote: > > > Hi Chris, > > > > You may have an incorrect line break in a XML file, in a property > name. You should write > > > > /my/own/property > > > > instead of > > > > > > /my/own/property > > > > Fred, aren't

Re: [Flightgear-devel] Debugging

2010-10-04 Thread Gene Buckle
On Mon, 4 Oct 2010, Frederic Bouvier wrote: > Hi Chris, > > You may have an incorrect line break in a XML file, in a property name. You > should write > > /my/own/property > > instead of > > > /my/own/property > Fred, aren't both forms valid XML? Is there a way the filename of the offender co

Re: [Flightgear-devel] Debugging

2010-10-04 Thread AJ MacLeod
On Monday 04 October 2010 07:47:39 Chris Wilkinson wrote: > I will take a look at the files soon, but if you know a way of easily > finding incorrect syntax, without needing to open the xml files and > reading them thru one by one - you'll be my new best friend if you can > tell me... :-) Syntax h

Re: [Flightgear-devel] Debugging

2010-10-04 Thread Chris Wilkinson
ralia. From: Frederic Bouvier To: FlightGear developers discussions Sent: Mon, 4 October, 2010 4:28:21 PM Subject: Re: [Flightgear-devel] Debugging Hi Chris, You may have an incorrect line break in a XML file, in a property name. You should write /my/own/property inste

Re: [Flightgear-devel] Debugging

2010-10-04 Thread Frederic Bouvier
Hi Chris, You may have an incorrect line break in a XML file, in a property name. You should write /my/own/property instead of /my/own/property Regards, -Fred - "Chris Wilkinson" a écrit : > > Hi there, > > I've downloaded and compiled fgfs this morning from git, and a

[Flightgear-devel] Debugging

2010-10-03 Thread Chris Wilkinson
Hi there, I've downloaded and compiled fgfs this morning from git, and am trying to make a modified a/c I've worked on in the past play nice with this git code, but I get this message trying to run the sim with my a/c. Fatal error: ' ' found in propertyname after '' name must begin with alpha

Re: [Flightgear-devel] Debugging MultiPlayer

2006-08-17 Thread Martin Spott
Martin Spott wrote: > Partially, yesterday evening I got registered as "[EMAIL PROTECTED]" [...] I see, the part behind "@" points to the MP server, not to the IP from which the client connects. Yes, finally I just managed to see some people around KSFO - strange things happen with Solaris IPFilt

Re: [Flightgear-devel] Debugging MultiPlayer

2006-08-17 Thread Martin Spott
Hello Stuart, Ralf, "Buchanan, Stuart" wrote: > --- Martin Spott wrote: >> I'd like to get the MultiPlayer setup on my wife's PeeCee up and >> running before I recommend use of this feature in The Manual. > I thought I wrote a chapter for the Features section of the manual > already? Or were you

Re: [Flightgear-devel] Debugging MultiPlayer

2006-08-17 Thread Ralf Gerlich
Hi, Martin Spott wrote: > Now I would expect at least one, better each of the two pilots to see > the other aircraft idling at the opposite end of the runway - but > nbody's there. [SNIP] > Any hint where I should start investigating ? Are you sure you enabled AI-objects? Cheers, Ralf --

Re: [Flightgear-devel] Debugging MultiPlayer

2006-08-17 Thread Buchanan, Stuart
--- Martin Spott wrote: > I'd like to get the MultiPlayer setup on my wife's PeeCee up and > running before I recommend use of this feature in The Manual. I thought I wrote a chapter for the Features section of the manual already? Or were you going to include it in the main installation section?

[Flightgear-devel] Debugging MultiPlayer

2006-08-17 Thread Martin Spott
Hi together, I'd like to get the MultiPlayer setup on my wife's PeeCee up and running before I recommend use of this feature in The Manual. After spending a couple of hours with researching the interna of my NAT gateway last night, I decided to make a simpler setup for testing purpose and took two