I created a new thread here:
Using GL3 with Qt
I created a new thread here:
Using GL3 with Qt
Runs fine on my Mac mini 2009 with GF9400 under WinXP...Originally Posted by Eric Lengyel
Any other reason other than speeding up load times why you are doing it ahead of time vs. just allowing the GPU to mipmap them?
In other words, Nvidia's drivers work correctly. The test app was made for ATI devrel.Originally Posted by Mars_999
We do things to the mipmaps other than standard box/tent filtering.Originally Posted by Mars_999
I can confirm that on Vista 9.7 reports a 3.0 and 3.1 beta, and that's as far as I've gone with it.Originally Posted by bobvodka
I gave up on using IE here long, long ago ;-)(also, the text input box is HORRIBLY screwed when using IE8 on Win7, so much so once I got passed "what is coming in D3D11 hardware are not the same thing, the" I had to resort to finishing my post in notepad because the text box kept jumpping up and down as I typed.)
Same with Linux 9.7.Originally Posted by Brolingstanz
I wrote a small OpenGL 3.0 program a while ago. Just to make a context, try some VAO's, created my own matrix stack, etc. Fully forward compatible. That runs fine on Linux Catalyst 9.6 and 9.7. Didn't try very complex things though (basically: vao, fbo with 32 bits depth texture, and RGBA_16F color texture, just rendering the depth buffer of a rotating triangle to the screen).
aqnuep: Don't worry, I prefer development on ATI tooIf shader works on ATI, I know it will work on NVidia too, sadly it doesn't work both sides (nvidia allows "saturate" in GLSL shaders which is a CG function, ati doesn't). There are many cases like these and people often react as if nvidia was better because it is less strict.
(i'm not talking about cases like Eric Lengyel posted, obviously it's a driver bug).
Had everyone had success with newest beta drivers (190.56)?
Overhere another Ati/OpenGL and even a Linux userOriginally Posted by Jacek Nowak
. I fully agree with Jacek, if it works on Ati, it will probably work on nVidia as well.
NVIDIA publishes a utility called "nvemulate" which lets you set, among other things, a flag to ask for the GLSL compiler to adhere strictly to the language spec. The option is called "Generate Shader Portability Errors" and it will refuse to compile shaders that don't follow the OpenGL spec.Originally Posted by Jacek Nowak
Really? I will try it immediately!
Edit: Nope, I set Generate Shader Portability Errors to "enabled", Apply. Still no errors with line:
float diffuse = saturate(dot(L, N));
of course ATI bugs about undefined symbol saturate
Hmmm... That's weird. Did you put "#version 120" (or your specific version) at the top of the shader source? I can't get a shader to compile with the saturate() function with or without the "Generate Shader Portability Errors", but I put "#version 120" as the first source line.Originally Posted by Jacek Nowak
Also, make sure _no_ OpenGL context is opened while you change settings in NVEmulate (same goes for NV control panel settings)
We used the portability flag to detect errors when implicit conversions between differently sized vecs were done by the compiler. These conversions were not defined in the GLSL spec so they did not compile on ATI and this allowed us to catch them.