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GL3 Shader Error (could not load gl3 shader) - 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: GL3 Shader Error (could not load gl3 shader) (/showthread.php?tid=1657) Pages:
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GL3 Shader Error (could not load gl3 shader) - kidice - 08-23-2012 Hi everyone! i get an GL3 Shader Error (see log below) when i start vdrift, so it switches to GL2 for rendering. Is there a way to fix this, so i can use GL3 instead of GL2? Another problem is that vdrift uses the CPU instead of GPU to render the scene, although it recognises my graphics card. i have a nvidia quadro 2000 and using driver version 297.03. Vdrift (development version) is running on a windows 7 x64 operating system. Here's the log: Code: INFO: Starting VDrift: development-full, Revision: latest, O/S: Windows Here's the profiling, where you can see that the rendering is done on the cpu: thanks for your help! - NaN - 08-23-2012 You are running with GL2 renderer on your GPU. The CPU numbers are showing the time spent on the CPU side(render, scene, sound, physics, ai). GL2 doesn't have GPU timing support, there is nothing to show. About the data/shaders/gl3/deferredaa.frag error. It is funny because the shader is from NVidia it seems: Code: COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. You could try changing "#version 130" to "#version 400" in deferredaa.frag. - kidice - 08-23-2012 hi nan! thanks for your help and the information about the gl2 renderer. i don't get any errors after changing the version of the dferredaa.frag from 130 to 400. But the profiling still don't show any information about the rendering of the gpu. edit: debugging vdrift showed me, that vdrift is still using the gl2 renderer... edit2: okay, just recompiled vdrift and now it works without problems! thank you! RE: GL3 Shader Error (could not load gl3 shader) - arturo - 02-18-2018 Hi NaN, I have a somewhat different error here: Code: ERROR: Linking of shader program failed: Is there a solution? RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-18-2018 (02-18-2018, 09:58 AM)arturo Wrote: Hi NaN, I have a somewhat different error here: Not sure. From what I see the invariant qualifier is only used on gl_Position. The latest OpenGL spec also says that only outputs can be marked invariant, inputs don't have to. Try removing "invariant gl_Position;" from the vert files in shaders gl3, to see what happens. If this doesn't work, try replacing "in vec3 eyespacePosition;" with "invariant in vec3 eyespacePosition;" in the frag files. RE: GL3 Shader Error (could not load gl3 shader) - arturo - 02-19-2018 (02-18-2018, 03:28 PM)NaN Wrote: Try removing "invariant gl_Position;" from the vert files in shaders gl3, to see what happens. Sorry, I can't find shaders gl3: there is a gl3v folder within src/graphics; also within graphics there are some files called vertex... Are these the ones I should look into? I'm a bit lost... RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-20-2018 The shader files are in the data dir: data/shaders/gl3 RE: GL3 Shader Error (could not load gl3 shader) - arturo - 02-20-2018 Thanks NaN, your first suggestion did the trick and now I see things in GL3! I am not sure whether I like it, though. Even with the option "very far" chosen for "view distance", I have objects popping up that I had not with GL2. In Spa 2008 these are only the little signs telling the distance in meters before each turn, while in Le Mans I have trees and everything popping up all over the place. RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-20-2018 (02-20-2018, 12:53 PM)arturo Wrote: Thanks NaN, your first suggestion did the trick and now I see things in GL3! The gl3 renderer has object screen size culling (objects that only cover a few pixels are not rendered). It might be a bit too aggressive. This is something that probably should also be added to gl2 and made adjustable by the player. RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-21-2018 I've pushed a fix for the object pixel size culling calculation. It should fix the pop up issues. Will add it to the gl2 renderer too. RE: GL3 Shader Error (could not load gl3 shader) - arturo - 02-22-2018 Great, that solved my GL3 problem in Spa 2008! However, in Le Mans I still get as many pop-up trees and buildings as before. But I can use GL2 there, which always worked fine. RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-22-2018 (02-22-2018, 04:27 AM)arturo Wrote: Great, that solved my GL3 problem in Spa 2008! Hmm, that is weird. Can you share a couple screenshots (one shortly before and one after pop up)? At what resolution are you playing? RE: GL3 Shader Error (could not load gl3 shader) - arturo - 02-22-2018 I'm using the highest resolution, 2560x1600. You can see the giant screen on the right side and the tree just behind it as they grow up. RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-23-2018 Thanks. The good news is that it's not the culler. It would make the whole tree and screen pop in/out. I think it's the sky dome mesh rendered incorrectly. RE: GL3 Shader Error (could not load gl3 shader) - NaN - 02-23-2018 Yeah, as a performance optimization the gl3 renderer draws sky/background geometry after drawing track objects. Should be fixable. Maybe we should get rid of such skydomes altogether and switch to skyboxes (cubemaps). Edit: I've pushed a possible fix to data (modifies shaders/gl3/deferred.conf and simple.vert). |