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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