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GEM defaults to a basic level of hardware which is still very conservative (probably 5 years out of date or ancient in GPU terms).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@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@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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