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Shaders missing on my WindowsXP & ATI - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Help (https://www.vdrift.net/Forum/forumdisplay.php?fid=5) +--- Thread: Shaders missing on my WindowsXP & ATI (/showthread.php?tid=1000) |
Shaders missing on my WindowsXP & ATI - Richard - 10-03-2008 I use the vdrift-setup-2008-08-05.exe but the game doesn't show the shaders on my machine, so most of the polygons look very dull and I'd be keen to see graphics like the screenshots show. The stderr.txt reads : Quote:Card supports: drawbuf4 auxbuf0 antialiasing anisotropy16 cubemapping shaders multitexturing16(8) texture_rectangle depth_texture shadow framebuffer_objects It's Windows XP pro on a DELL Vostro Slim Case with ATI Radeon X1300 pro 256 MB, recent drivers. On the same machine other OpenGL applications run fine with shaders, for example Sauerbraten (Cube II). Also Blender runs fine (not sure if it uses shaders, though). I think the OpenGL drivers work fine. What could cause this problem? Thanks for any help and hints. All the best and thanks for this great game! Richard - joevenzon - 10-03-2008 Unfortunately I'm not printing out enough info to determine the problem. Do you know much about the glsl language? One option is to look at the full/fragment.glsl file and comment stuff out selectively until it compiles to try to find the problem. Another option is for me to put in more debugging info and then have you try to compile from source. Or you can wait until the next release... I bought an AMD/ATI card so I can test with that now before releasing. - Richard - 10-04-2008 Hi Joe, and thanks for your fast reply! joevenzon Wrote:Unfortunately I'm not printing out enough info to determine the problem. Do you know much about the glsl language?Unfortunately not. I just know it's a C like language being used to make the graphics card calculate effects per vertex/pixel. Quote:One option is to look at the full/fragment.glsl file and comment stuff out selectively until it compiles to try to find the problem.I'm going to give this a try. However I don't know glsl and shaders in general. Is it possible to print out (hehe) some debug info with the full/fragment.glsl ? I suppose not. Quote:Another option is for me to put in more debugging info and then have you try to compile from source.Debugging info would be helpful, but unfortunately I've never compiled a C/C++ programm on my machine before... :-| I could help out with Java, though. :-) Quote:Or you can wait until the next release... I bought an AMD/ATI card so I can test with that now before releasing.That's good. I've found the helpful Windoze tool GLview (M$ .Net) which prints out what the various graphic cards support (you can select not only your own card but also many others). For my ATI X1300 card (with ATI driver version 6.14.10.4396) it prints out: Renderer: Radeon X1300/X1550 Series Vendor: ATI Technologies Inc. Memory: 256 MB Version: 2.1.7769 Release Shading language version: 1.20 Max number of light sources: 8 Max viewport size: 4096 x 4096 Max texture size: 4096 x 4096 Max anisotropy: 16 Max samples: 6 Max draw buffers: 4 Max texture coordinates: 8 Max vertex texture image units: 0 Extensions: 99 GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_ATI_render_texture_rectangle WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control Core features v1.1 (100 % - 7/7) v1.2 (100 % - 8/8) v1.3 (100 % - 9/9) v1.4 (100 % - 15/15) v1.5 (100 % - 3/3) v2.0 (100 % - 10/10) v2.1 (100 % - 3/3) v3.0 (23 % - 5/21) OpenGL driver version check (Current: 2.1.7769 Release, Latest known: 6.14.10.4396): Outdated version of display drivers detected According the database, you are might be not using the latest version of display drivers for your video card. No ICD registry entry The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename. Compiled vertex array support This feature improves OpenGL performance by using video memory to cache transformed vertices. Multitexture support This feature accelerates complex rendering such as lightmaps or environment mapping. Secondary color support This feature provides an alternate method of coloring specular highlights on polygons. S3TC compression support This feature improves texture mapping performance in some applications by using lossy compression. Texture edge clamp support This feature improves texturing quality by adding clamping control to edge texel filtering. Vertex program support This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.) Fragment program support This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.) Texture anisotropic filtering support This feature improves the quality of texture mapping on oblique surfaces. Occlusion test support This feature provides hardware accelerated culling for objects. Point sprite support This feature improves performance in some particle systems. OpenGL Shading Language support This feature enables high level shading language for shaders. Frame buffer object support This feature enables render to texture functionality. Extension verification: GL_ARB_color_buffer_float was not found, but has the entry point glClampColorARB GL_ARB_imaging was not found, but has the entry point glBlendEquation GL_EXT_framebuffer_blit has been added to the extensions list of Radeon X1300/X1550 Series GL_EXT_framebuffer_multisample has been added to the extensions list of Radeon X1300/X1550 Series GL_EXT_vertex_shader was not found, but has the entry point glBeginVertexShaderEXT GL_EXT_vertex_shader was not found, but has the entry point glBindLightParameterEXT GL_EXT_vertex_shader was not found, but has the entry point glBindMaterialParameterEXT GL_EXT_vertex_shader was not found, but has the entry point glBindParameterEXT GL_EXT_vertex_shader was not found, but has the entry point glBindTexGenParameterEXT GL_EXT_vertex_shader was not found, but has the entry point glBindTextureUnitParameterEXT GL_EXT_vertex_shader was not found, but has the entry point glBindVertexShaderEXT GL_EXT_vertex_shader was not found, but has the entry point glDeleteVertexShaderEXT GL_EXT_vertex_shader was not found, but has the entry point glDisableVariantClientStateEXT GL_EXT_vertex_shader was not found, but has the entry point glEnableVariantClientStateEXT GL_EXT_vertex_shader was not found, but has the entry point glEndVertexShaderEXT GL_EXT_vertex_shader was not found, but has the entry point glExtractComponentEXT GL_EXT_vertex_shader was not found, but has the entry point glGenSymbolsEXT GL_EXT_vertex_shader was not found, but has the entry point glGenVertexShadersEXT GL_EXT_vertex_shader was not found, but has the entry point glGetInvariantBooleanvEXT GL_EXT_vertex_shader was not found, but has the entry point glGetInvariantFloatvEXT GL_EXT_vertex_shader was not found, but has the entry point glGetInvariantIntegervEXT GL_EXT_vertex_shader was not found, but has the entry point glGetLocalConstantBooleanvEXT GL_EXT_vertex_shader was not found, but has the entry point glGetLocalConstantFloatvEXT GL_EXT_vertex_shader was not found, but has the entry point glGetLocalConstantIntegervEXT GL_EXT_vertex_shader was not found, but has the entry point glGetVariantBooleanvEXT GL_EXT_vertex_shader was not found, but has the entry point glGetVariantFloatvEXT GL_EXT_vertex_shader was not found, but has the entry point glGetVariantIntegervEXT GL_EXT_vertex_shader was not found, but has the entry point glGetVariantPointervEXT GL_EXT_vertex_shader was not found, but has the entry point glInsertComponentEXT GL_EXT_vertex_shader was not found, but has the entry point glIsVariantEnabledEXT GL_EXT_vertex_shader was not found, but has the entry point glSetInvariantEXT GL_EXT_vertex_shader was not found, but has the entry point glSetLocalConstantEXT GL_EXT_vertex_shader was not found, but has the entry point glShaderOp1EXT GL_EXT_vertex_shader was not found, but has the entry point glShaderOp2EXT GL_EXT_vertex_shader was not found, but has the entry point glShaderOp3EXT GL_EXT_vertex_shader was not found, but has the entry point glSwizzleEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantPointerEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantbvEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantdvEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantfvEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantivEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantsvEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantubvEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantuivEXT GL_EXT_vertex_shader was not found, but has the entry point glVariantusvEXT GL_EXT_vertex_shader was not found, but has the entry point glWriteMaskEXT WGL_ARB_pixel_format_float has been added to the extensions list of Radeon X1300/X1550 Series WGL_EXT_pixel_format_packed_float has been added to the extensions list of Radeon X1300/X1550 Series GL_ARB_fragment_program_shadow was not found, but is available in driver version 6.14.10.4396 GL_ARB_vertex_blend was not found, but is available in driver version 6.14.10.4396 GL_ATI_element_array was not found, but is available in driver version 6.14.10.4396 GL_ATI_map_object_buffer was not found, but is available in driver version 6.14.10.4396 GL_ATI_texture_mirror_once was not found, but is available in driver version 6.14.10.4396 GL_ATI_vertex_array_object was not found, but is available in driver version 6.14.10.4396 GL_ATI_vertex_attrib_array_object was not found, but is available in driver version 6.14.10.4396 GL_ATI_vertex_streams was not found, but is available in driver version 6.14.10.4396 GL_ATIX_texture_env_combine3 was not found, but is available in driver version 6.14.10.4396 GL_ATIX_texture_env_route was not found, but is available in driver version 6.14.10.4396 GL_ATIX_vertex_shader_output_point_size was not found, but is available in driver version 6.14.10.4396 GL_EXT_clip_volume_hint was not found, but is available in driver version 6.14.10.4396 GL_EXT_vertex_shader was not found, but is available in driver version 6.14.10.4396 GL_HP_occlusion_test was not found, but is available in driver version 6.14.10.4396 GL_NV_occlusion_query was not found, but is available in driver version 6.14.10.4396 GL_S3_s3tc was not found, but is available in driver version 6.14.10.4396 GL_SGI_color_matrix was not found, but is available in driver version 6.14.10.4396 GL_SGIS_multitexture was not found, but is available in driver version 6.14.10.4396 GL_SGIS_texture_border_clamp was not found, but is available in driver version 6.14.10.4396 GL_SUN_multi_draw_arrays was not found, but is available in driver version 6.14.10.4396 However, I'm not sure if this is helpful in any way what's concerning the shader problem... - joevenzon - 10-04-2008 Okay, I fiddled around with the shaders on my ATI-powered computer and made some changes to get them to compile. You can download the updated data/shaders/full/*.glsl files here: http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/shaders/full/ With my 4850HD I get 100-200 FPS running at 1280x1024 and everything set to the highest settings. I'm not sure how well your card will perform, let me know. Note that motion blur doesn't work correctly so keep that turned off. Keep shadows turned on, otherwise it will select a different shader that I haven't fixed yet. You can fiddle with the other settings to get a playable framerate (hopefully). - Richard - 10-08-2008 joevenzon Wrote:Okay, I fiddled around with the shaders on my ATI-powered computer and made some changes to get them to compile. You can download the updated data/shaders/full/*.glsl files here: Hi Joe and thanks for your help! The good news: Now the shader's reflection effects are there and look great! The not-so-good news: My ingame frame rate dropped from ~ 50-60 fps to ~ 10 fps... (in the menu it's about 60-70 fps.) This I don't understand... When I restore the fragment.glsl with the old version which produces errors, the fps increase again to ~ 50-60 fps (because shaders aren't wortking then, I suppose). This is all with 1280x1024 and everything set to highest settings. Setting the options to lowest did just bring a 2-3 fps increase. So I guess it's something to do with the shaders. - joevenzon - 10-09-2008 Doh, I was afraid of that. I read up on the X1300 a bit and although it's a somewhat recent card it looks like it's a low-midrange model. Make sure you turn off Anti-aliasing and maybe try a lower resolution. Other than that, the only other option is to turn off shadows -- see if that keeps the cars shiny (so, the no-shadow shaders compile fine), or if it ends up disabling shaders and making everything look flat (the no-shadow shaders fail to compile). - joevenzon - 10-09-2008 By the way, for comparison my nvidia 7600 GS would get about 25 FPS with all settings set to high at 1024x768 on Paul Ricard w/ the TL2 car. My 7900 GT gets 32, same settings & track. It's pretty dependent on the track. The main slowdown is the shadowing. I'll try to be more generous with shadow detail settings in future releases. - Richard - 10-10-2008 joevenzon Wrote:I read up on the X1300 a bit and although it's a somewhat recent cardIndeed; it's one of those being inside DELL's new (=2007) Vostro. With 256 MB V-RAM I thought I'd be OK, but you're right, it's just : Quote:it looks like it's a low-midrange model.Unfortunately. Quote:Make sure you turn off Anti-aliasing and maybe try a lower resolution. Other than that, the only other option is to turn off shadows -- see if that keeps the cars shiny (so, the no-shadow shaders compile fine),Disabling Anti-aliasing and shadows improved a lot: jumps from ~10-12 fps to 25-35 fps, with the cars all shiny. So I can play the game again. All the other settings I kept to maxium, because lowering the option values didn't bring a single frame increase. Thanks again for your help. - joevenzon - 10-11-2008 Excellent, I'm glad you found some settings that work for you. |