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Thread: More than 3 texture3D lookups hangs application

  1. #1
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    More than 3 texture3D lookups hangs application

    I've got a small problem. I use a 3D noise texture now, but for some reason the application hangs when I do more than 3 lookups in the texture. I'm trying to do a cloudy sky and would like to use 4-5 octaves of this pregenerated noise. At first I thought that maybe there's a limitation on number of lookups per texture unit, so I bound the texture object to texture units 0-3, but with the same result.

    Has anyone encountered any such limitation?

    Markus
    ---
    Radeon 9800 Pro, Catalyst 4.4

  2. #2
    Member Regular Contributor
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    Re: More than 3 texture3D lookups hangs application

    What do you get when you call glGetInfoLog?
    There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

    There is another theory which states that this has already happened...

  3. #3
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    Re: More than 3 texture3D lookups hangs application

    I have the same problem with doing a convolution (with a ATI 9800 pro):
    when i try to lookup more than three times in my texture, my program crashs. I have the same problem with using a for loop.

    uniform sampler2D BaseImage;

    void main (void)
    vec4 sum = texture2D(BaseImage, gl_TexCoord[0].st + vec2(0, 1));
    sum += texture2D(BaseImage, gl_TexCoord[0].st + vec2(-1, 0));
    sum += texture2D(BaseImage, gl_TexCoord[0].st + vec2(1, 0));
    sum += texture2D(BaseImage, gl_TexCoord[0].st + vec2(0, -1));

    gl_FragColor = sum * vec4(0.25);
    }

    But I have no solution

  4. #4
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    Re: More than 3 texture3D lookups hangs application

    I got a similar problem. When sampeling more than 3 textures glGetInfoLog returns me a warning, that the shader will run in software because of exceeding texture indirections...
    There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

    There is another theory which states that this has already happened...

  5. #5
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    Re: More than 3 texture3D lookups hangs application

    I have no warning, my infolog is : "Link successful. The GLSL vertex shader will run in hardware. the GLSL fragment Shader will run in hardware.", but i still have the problem

  6. #6
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    Re: More than 3 texture3D lookups hangs application

    I get the same message as you Corrail.

  7. #7
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    Re: More than 3 texture3D lookups hangs application

    where do you you put your infolog in your code ?

  8. #8
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    Re: More than 3 texture3D lookups hangs application

    ok, i have the same message in the infolog which is "number of texture indirections exceeded"

  9. #9
    Junior Member Regular Contributor
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    Re: More than 3 texture3D lookups hangs application

    That's a known flaw in ATI's current glsl-implementation. I've noticed that (with 2D-texture lookups) some months ago, but ATI still haven't fixed this.

    This was btw. also the case with ARB_FP, where a similiar problem existed and took ATI some time to
    fix.

    It seems that ATI's glsl-implementation takes normal lookups for dependant lookups, which isn't correct. Hopefully they'll fix that within one of their next drivers (instead of including such useless crap as those "smartshaders").

  10. #10
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    Re: More than 3 texture3D lookups hangs application

    ok, i will wait for next ATI driver but is there another way to make a convolution without using more than 3 textures lookups ?

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