On Sat, Sep 18, 2010 at 11:44:28AM -0400, Safety0ff wrote:
> On 10-09-18 11:32 AM, Giel van Schijndel wrote:
>> What happens when you remove the "invariant gl_Position;"
>> specification?
>> 
>> Also do you know which version of GLSL your drivers are using?  I'm
>> guessing an #if __VERSION__, may be required.  (ftransform() is
>> deprecated in GLSL 1.30 and OpenGL ES's GLSL version simply doesn't
>> implement it).
> I had the same issue, adding "#version 120" in the vertex shader seems
> to have fixed it for me,

Right, after testing this on my laptop I discovered that even though my
Intel driver claims to support GLSL 1.20, it doesn't.  I.e. even treats
a '#version' directive other than '#version 110' as a preprocessing
error.

So I think we should just require GLSL >= 1.20 (add '#version 120' as
the first line of shaders) and use the fixed pipeline (when available)
for systems (like my laptop) that fail to compile the shader.

For reference:
 * My laptop (Lenovo Thinkpad T500) claims GLSL 1.20 but appears to only
   support GLSL 1.10
 * My desktop (GeForce GTX 260) claims GLSL 1.50 and at least supports
   the '#version 150' directive

-- 
Giel
--
"Beware of bugs in the above code; I have only proved it correct, not
 tried it."
  -- Donald Knuth

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