[PD] GEM glsl error

Hans-Christoph Steiner hans at eds.org
Mon Sep 17 06:30:05 CEST 2007


Hmm, Pd-extended is actually built on a PIII 700 with an ATI card.   
AFAIK, it should work on older machines, but there are quite a few  
gotchas with Gem+various graphics cards, both old and new.

.hc

On Sep 15, 2007, at 7:13 PM, Miller Puckette wrote:

> My problems were on a P3/i815 machine... I'm guessing it's about 5
> years old, yes.  And oops, I didn't read carefully enough to see that
> Gem had indeed at least loaded for Jack -- perhaps I'm the only one
> out there who runs on P3s these days.
>
> cheers
> Miller
>
> On Sat, Sep 15, 2007 at 05:51:26PM -0500, chris clepper wrote:
>> Jack's problem did not occur during compilation but rather when  
>> trying to
>> load a shader.  There are still a large number of shaders that  
>> will run on
>> his hardware although not as fast as they would with more current  
>> hardware.
>> The error and handling are in line with the spec and worked as  
>> designed in
>> this case.
>>
>> GEM defaults to a basic level of hardware which is still very  
>> conservative
>> (probably 5 years out of date or ancient in GPU terms).  Most of  
>> the feature
>> support issues come from open source drivers for fully compliant  
>> hardware
>> (mesa ATI) or incomplete hardware that masquerades as a full GPU  
>> (Intel).
>>
>>
>> On 9/15/07, Miller Puckette <mpuckett at imusic1.ucsd.edu> wrote:
>>>
>>> This happened to me too.  I had to track down the Gem objects using
>>> "glsl", delete them, and recompile Gem.
>>>
>>> An alternative is to use the "--with-glversion" switch; this  
>>> appeared
>>> on an earlier thread,
>>>
>>> http://lists.puredata.info/pipermail/pd-list/2007-04/049179.html
>>>
>>> It's odd that the Gem binaries as distributed in Pd extendded are
>>> compiled in such a way that they won't even run on generic hardware
>>> (on which Gem would still be extremely powerful!)
>>>
>>> cheers
>>> Miller
>>> On Sat, Sep 15, 2007 at 10:54:55AM -0500, chris clepper wrote:
>>>> This looks like a limitation of your graphics card.  Sorry.
>>>>
>>>> On 9/15/07, Jack <jack at rybn.org> wrote:
>>>>>
>>>>> Hello list,
>>>>> I get the error :
>>>>> [glsl_program]: ERROR: Implementation limit of 0 active vertex  
>>>>> shader
>>>>> samplers (e.g., maximum number of supported image units) exceeded,
>>>>> vertex
>>>>> shader uses 1 samplers
>>>>>
>>>>> My hardware :
>>>>> PowerBook G4 12"
>>>>> graphic card : GeForce FX Go5200
>>>>>
>>>>> Because i have a poor graphic card, i have this error, is it  
>>>>> true ?
>>>>>
>>>>> I want to try some vertex displacement mapping.
>>>>>
>>>>> thx.
>>>>>
>>>>> Jack
>>>>>
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>>>
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>>>
>
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