[GEM-dev] glsl on ati radeon 9600 with linux

cyrille henry cyrille.henry at la-kitchen.fr
Tue Jan 2 21:15:42 CET 2007


ok. i change glsl_vertex in order to split the big ID in 2 small ID (ID_1 = ID_1 = (int)ID/1000000), (int)ID%1000000) )

and i make the acording change to glsl_program.

this is very very ugly, but it works.

i'm wondering what should be made. for now, i think i'll live it like that, but a clean solution would be very welcom.

cyrille

cyrille henry a écrit :
> 
> 
> chris clepper a écrit :
>> I get the same results on Windows using an ATI card.  The shader IDs 
>> are huge numbers which PD cannot handle properly.
> yep, i forget to say that i also try quickly on windows before formating 
> the HD.
> same pb.
> 
> so : is there a solution? a dirty hack? a clean workaround?
> 
> or should i just give up all ATI graphic card?
> 
> cyrille
> 
>>
>> On 1/2/07, *cyrille henry* < cyrille.henry at la-kitchen.fr 
>> <mailto:cyrille.henry at la-kitchen.fr>> wrote:
>>
>>     hello,
>>
>>     i nead to use a computer with an ATI mobility radeon 9600.
>>     so i install ubuntu dapper, ati proprietary drivers, hcs pd extended
>>     0.40.1 + compiled Gem from curent CVS.
>>
>>     everythings works, exept glsl.
>>
>>     the patch examples/02.advenced/16.vertex_program.pd and
>>     17.fragment_program.pd work.
>>
>>     but the patch 18.gl_shading_language does not work.
>>     the pd log print :
>>
>>     linking: link 1.07374e+09 5.36871e+08
>>     [glsl_program]: Info_log:
>>     [glsl_program]:  Link successful. There are no attached shader 
>> objects.
>>     GL: invalid value
>>
>>     glsl info is :
>>
>>     [glsl_vertex]: Vertex_shader Hardware Info
>>     [glsl_vertex]: ============================
>>     [glsl_vertex]: MAX_VERTEX_ATTRIBS: 32
>>     [glsl_vertex]: MAX_VERTEX_UNIFORM_COMPONENTS_ARB: 4096
>>     [glsl_vertex]: MAX_VARYING_FLOATS: 44
>>     [glsl_vertex]: MAX_COMBINED_TEXTURE_IMAGE_UNITS: 16
>>     [glsl_vertex]: MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0
>>     [glsl_vertex]: MAX_TEXTURE_IMAGE_UNITS: 16
>>     [glsl_vertex]: MAX_TEXTURE_COORDS: 8
>>     [glsl_fragment]: glsl_fragment Hardware Info
>>     [glsl_fragment]: ============================
>>     [glsl_fragment]: MAX_FRAGMENT_UNIFORM_COMPONENTS: 4096
>>     [glsl_fragment]: MAX_TEXTURE_COORDS: 8
>>     [glsl_fragment]: MAX_TEXTURE_IMAGE_UNITS: 16
>>     [glsl_program]: glsl_Program Hardware Info
>>     [glsl_program]: ============================
>>     [glsl_program]:
>>
>>
>>     i think it's only a problem with the id that should not be converted
>>     to scientific notation, but i do'nt know what to do.
>>     anyone know how to link the vertex and fragment?
>>
>>     thanks
>>     Cyrille
>>
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>>
> 
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