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
I get the same results on Windows using an ATI card. The shader IDs are huge numbers which PD cannot handle properly.
On 1/2/07, cyrille henry cyrille.henry@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
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
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@la-kitchen.fr mailto:cyrille.henry@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 _______________________________________________ GEM-dev mailing list GEM-dev@iem.at <mailto:GEM-dev@iem.at> http://lists.puredata.info/listinfo/gem-dev
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@la-kitchen.fr mailto:cyrille.henry@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 _______________________________________________ GEM-dev mailing list GEM-dev@iem.at <mailto:GEM-dev@iem.at> http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
On Jan 2, 2007, at 1:36 PM, cyrille henry wrote:
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
...like chris, I don't really know what's going on here, beyond some driver implementations returning huge numbers for the shader objects...however, I do know that currently we've implemented the ARB GLSL extensions, and that this has been "internalized" into GL 2.0, with some api changes...many of these changes aren't just function names, but also return values are changed from GLhandleARB* to GLuint, so maybe this ID problem will disappear once I finish a GL 2.0 native implementation of the GLSL objects?
jamie
On Jan 2, 2007, at 1:36 PM, cyrille henry wrote:
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
...ok, just committed a GL_VERSION_2_0 path for the glsl objects: there's a preprocessor check for GLSL 2.0 or greater, and if found, the internal glsl functions will be compiled instead of using the ARB extension shader functions...
...so could someone test this on windows with an ATI mobility radeon 9600 card? I'm curious as to whether creating shaders and programs generates incredibly large numbers: theoretically it still can, since it's now using GLuint, but with ARB we were using GLhandleARB, and the results looked suspiciously like memory addresses...
jamie
james tittle a écrit :
On Jan 2, 2007, at 1:36 PM, cyrille henry wrote:
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
...ok, just committed a GL_VERSION_2_0 path for the glsl objects: there's a preprocessor check for GLSL 2.0 or greater, and if found, the internal glsl functions will be compiled instead of using the ARB extension shader functions...
great!
...so could someone test this on windows with an ATI mobility radeon 9600 card?
unfortunaltly, i can't! i don't have anymore the computer i used few days ago : it is used (with my dirty fix). i think i'll spend few hours with it friday, but i don't know if i'll have time to try the cvs update / compile.
I'm curious as to whether creating shaders and programs generates incredibly large numbers: theoretically it still can, since it's now using GLuint, but with ARB we were using GLhandleARB, and the results looked suspiciously like memory addresses...
i'm also curious of the result. i'll do my best to find a computer with ATI gpu and tells you when I do so.
thanks Cyrille
jamie
hello,
i finally get the computer back. so i've got a laptop with ubuntu + ATI so i can make some test.
i compile curent GEM cvs without problem, but i've got an error while loading Gem in the pd consol : Gem.pd_linux : undefined symbol: glUniform2i
i'll have this computer until wednesday, so i can make more test since then.
anyway : how can i know if my GC is GLSL 2.0 complient?
Cyrille
james tittle a écrit :
On Jan 2, 2007, at 1:36 PM, cyrille henry wrote:
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
...ok, just committed a GL_VERSION_2_0 path for the glsl objects: there's a preprocessor check for GLSL 2.0 or greater, and if found, the internal glsl functions will be compiled instead of using the ARB extension shader functions...
...so could someone test this on windows with an ATI mobility radeon 9600 card? I'm curious as to whether creating shaders and programs generates incredibly large numbers: theoretically it still can, since it's now using GLuint, but with ARB we were using GLhandleARB, and the results looked suspiciously like memory addresses...
jamie
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev