05-30-2011, 02:56 PM,
|
|
Vertex shader compilation failure.
Code: INFO: Multi-processor system detected. Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: development-full, Version: exportado, O/S: Unix-like
INFO: Home directory: /home/antonio
INFO: Settings file: /home/antonio/.vdrift/VDrift.config
INFO: Data directory: data
DATA_DIR: /usr/local/share/games/vdrift/data
INFO: Log file: /home/antonio/.vdrift/log.txt
INFO: SDL initialization successful
INFO: Automatictally setting depth buffer to 24-bit because shadows are enabled
INFO: SDL video query was successful
INFO: Disabling antialiasing
INFO: Display change was successful: 1024x768x32 24z fullscreen=0
ERROR: You don't have an NVIDIA or ATI/AMD card. This game may not run correctly or at all.
INFO: Video card information:
Vendor: nouveau
Renderer: Gallium 0.4 on NV94
Version: 2.1 Mesa 7.10.2
Maximum texture size: 4096
Maximum varying floats: 56
Using GLEW 1.5.2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
INFO: Texture units: 8 full, 16 partial
INFO: Loaded shader package simple
INFO: Loaded shader package simple, variant simple_premult
INFO: Loaded shader package simple, variant simple_gamma_premult
INFO: Loaded shader package simple, variant simple_gamma
INFO: Loaded shader package simple, variant simplecar
INFO: Loaded shader package logluminance
INFO: ----- Start Shader Compile Log for data/shaders/logluminance/fragment.glsl -----
INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
0:34(73): error: type mismatch
0:34(73): error: Operands to arithmetic operators must be numeric
INFO: ----- End Shader Compile Log -----
INFO: ----- Start Shader Link Log for data/shaders/logluminance/vertex.glsl and data/shaders/logluminance/fragment.glsl -----
INFO: linking with uncompiled shader
INFO: ----- End Shader Link Log -----
ERROR: Shader compilation failure: data/shaders/logluminance/vertex.glsl and data/shaders/logluminance/fragment.glsl
ERROR:
ERROR: Vertex shader:
ERROR: 1 : #version 120
ERROR: 2 : #define _TINY_
ERROR: 3 : #define _SSAO_HIGH_
ERROR: 4 : #define _NORMALMAPS_
ERROR: 5 : #define _SHADOWSHIGH_
ERROR: 6 : #define _CSM2_
ERROR: 7 : #define _SHADOWS_
ERROR: 8 : #define _REFLECTIONDYNAMIC_
ERROR: 9 : #define SCREENRESY 768
ERROR: 10 : #define SCREENRESX 1024
ERROR: 11 : varying vec2 tu0coord;
ERROR: 12 :
ERROR: 13 : void main()
ERROR: 14 : {
ERROR: 15 : // Transforming the vertex
ERROR: 16 : gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
ERROR: 17 :
ERROR: 18 : tu0coord = vec2(gl_MultiTexCoord0);
ERROR: 19 : }
ERROR: 20 :
ERROR:
ERROR: Fragment shader:
ERROR: 1 : #version 120
ERROR: 2 : #define _TINY_
ERROR: 3 : #define _SSAO_HIGH_
ERROR: 4 : #define _NORMALMAPS_
ERROR: 5 : #define _SHADOWSHIGH_
ERROR: 6 : #define _CSM2_
ERROR: 7 : #define _SHADOWS_
ERROR: 8 : #define _REFLECTIONDYNAMIC_
ERROR: 9 : #define SCREENRESY 768
ERROR: 10 : #define SCREENRESX 1024
ERROR: 11 : varying vec2 tu0coord;
ERROR: 12 :
ERROR: 13 : uniform sampler2D tu0_2D;
ERROR: 14 :
ERROR: 15 : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
ERROR: 16 : const float DELTA = 0.0001;
ERROR: 17 :
ERROR: 18 : /*const float scale = 0.1;
ERROR: 19 : const float offset = 5.;
ERROR: 20 : const float timefactor = 0.1;
ERROR: 21 : const float scale_tiny = 3.0;
ERROR: 22 : const float offset_tiny = -0.12;*/
ERROR: 23 :
ERROR: 24 : const float scale = 0.25;
ERROR: 25 : const float offset = 2.0;
ERROR: 26 : const float timefactor = 0.1;
ERROR: 27 : //const float timefactor = 1.0;
ERROR: 28 :
ERROR: 29 : void main()
ERROR: 30 : {
ERROR: 31 : #ifdef _TINY_
ERROR: 32 : float lod = 9;
ERROR: 33 : //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
ERROR: 34 : gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
ERROR: 35 : gl_FragColor.a = timefactor;
ERROR: 36 : #else
ERROR: 37 : float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
ERROR: 38 : float logluminance = log(luminance+DELTA);
ERROR: 39 : gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
ERROR: 40 : #endif
ERROR: 41 : }
ERROR: 42 :
ERROR:
ERROR: Disabling shaders due to shader loading error
INFO: Maximum anisotropy: 16
INFO: 0 joysticks found.
INFO: Loading car controls from: /home/antonio/.vdrift/controls.config
INFO: Sound initialization information:
INFO: Obtained audio device:
Frequency: 44100
Format: 32784
Bits per sample: 16
Channels: 2
Silence: 0
Samples: 1024
Size: 4096
Sound initialization successful
INFO: Loaded fonts successfully
INFO: Loaded GUI successfully
ERROR: Error loading texture file: data/cars/LE/textures/brake.png
ERROR: Error loading texture file: data/cars/LE/textures/reverse.png
ERROR: Error loading texture file: data/cars/MI/textures/reverse.png
ERROR: Error loading texture file: data/cars/T73/textures/brake.png
ERROR: Error loading texture file: data/cars/T73/textures/reverse.png
ERROR: Error loading texture file: data/cars/350Z/textures/brake.png
INFO: Loading track from path: data/tracks/paulricard88
INFO: Can't find surfaces configfile: data/tracks/paulricard88/surfaces.txt
INFO: No Surfaces File. Continuing with standard surfaces
INFO: Track timing sectors: 2
INFO: Track object list has 16 params per object, expected 17, this is fine, continuing
INFO: Collision objects: 1
INFO: No car brake texture exists, continuing without one
INFO: Car loading was successful: 350Z
INFO: Got quit message from GUI. Shutting down...
INFO: Shutting down...
INFO: Exiting
This is the output of a gameplay.
PD: My graphic card is a Club 3D 9600GT as nvidias one if I remember.
|
|
05-31-2011, 01:45 PM,
|
|
Ok thanks for your fast reply I'll report to Ubuntu.
|
|
10-22-2011, 08:55 AM,
|
|
abs1nth
Senior Member
|
Posts: 358
Threads: 5
Joined: Sep 2005
|
|
interesting.
it is true that the spec says this, but actually it may be a bug and not what they intended to say.
they probably meant to say
Only the built-ins suffixed with âLodâ are allowed in a vertex shader.
instead of
The built-ins suffixed with âLodâ are allowed only in a vertex shader.
refer here:
http://www.opengl.org/discussion_boards/...ber=227757
so 1.) noveau should fix their crap since every other driver gets what was intended and supports it 2.) its fixed in the glsl 1.3 spec
|
|
|