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Shaders - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Bugs (https://www.vdrift.net/Forum/forumdisplay.php?fid=7) +--- Thread: Shaders (/showthread.php?tid=1555) |
Shaders - Timo 6 - 09-01-2011 In order to get shaders working on my system, I have had to change fragment.glsl in lightaccumulate and logluminance. The log from before this is here: http://pastebin.com/bug8Fa8f These are the changes I made: Line 128 lightaccumulate: vec3 ref_sharpish = textureCube(tu4_cube, refmapdir, reflection_lod).rgb; Line 24 logluminance: gl_FragColor.rgb = vec3(1.,1.,1.)*texture2D(tu0_2D, tu0coord, lod).r; This got shaders working, but still with errors: http://pastebin.com/F2HcyxBM I was wondering if this is just my computer (the intel graphics maybe) and so I should revert the changes before releasing as it will break stuff for others, or if it's alright to check the changes into SVN. - NaN - 09-01-2011 I don't think you can do this. texture2DLod differs from texture2D. I am sure Joe can tell more. Btw the last time I've tried to make the shaders work on my intel gpu it was way too slow 2-8fps. - Timo 6 - 09-01-2011 Ok, cool. I can 30 with everything else low. - joevenzon - 09-02-2011 Can you post your GPU info that VDrift spits out? Example: INFO: GL Renderer: ATI Radeon HD 4800 Series INFO: GL Vendor: ATI Technologies Inc. INFO: GL Version: 3.3.10665 Compatibility Profile Context INFO: Initialized GLEW 1.5.7 - Timo 6 - 09-02-2011 INFO: GL Renderer: Intel HD Graphics 3000 OpenGL Engine INFO: GL Vendor: Intel Inc. INFO: GL Version: 2.1 APPLE-7.4.10 INFO: Initialized GLEW 1.6.0 ERROR: Graphics card or driver does not support required GL_VERSION_3_3 ERROR: Initialization of GL3 failed; that's OK, falling back to GL 1 or 2 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: Intel Inc. Renderer: Intel HD Graphics 3000 OpenGL Engine Version: 2.1 APPLE-7.4.10 Maximum texture size: 8192 Maximum varying floats: 60 Using GLEW 1.6.0 - joevenzon - 09-03-2011 Turns out texture*Lod isn't supported in vanilla GL 2.1 (GLSL 1.2) in fragment shaders. The logluminance shader isn't actually used, so I stopped it from getting loaded. I replaced the textureCubeLod used in lightaccumulate with a textureCube with a bias parameter supplied instead. It's not exactly the same, but for that use, it seems OK. Let me know if R898 works for you. - Timo 6 - 09-03-2011 Great, that works fine. Thanks. |