[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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