> 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
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
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 =
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
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
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
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
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
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
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
> -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
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
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
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
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 (
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).
>
---
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.
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
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
>>
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
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
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
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
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
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
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
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
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
--
--- 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?
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
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