View Full Version : oglsl and geforce3 ti...

09-03-2004, 06:29 PM
The geforce3 ti should have supported the oglsl?
Like this case, the possibility of knowing how it is?

09-04-2004, 12:09 AM
check out www.delphi3d.net (http://www.delphi3d.net)

this awesome site lets you see which cards support what!

heres the list of cards that support glsl 1.00:
http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_shading_language_1 00

i saw a geforce3 there. make sure your drivers are current:

09-04-2004, 01:34 AM

I saw the list, and Geforce 3 and 4 are clearly listed, but HOW? How should a Geforce 3 be able to run glSlang code? I mean, how many restrictions must there be?
Anyone there, using glSlang on a Geforce 3/4 ?


09-04-2004, 01:48 AM
Jan, i must admit i thought the same thing! but then again, i havnt really fooled with glsl yet, so i dont know what to expect ... still waiting for it to mature a bit.

09-04-2004, 03:11 AM
Thats strange. I have a 2nd system (1Ghz with a GF3) which I use for low-end compliance testing. I never thought on using glslang on it, but after reading this post I tried.

The system uses the latest official forceware drivers version 61.77 and while it is true that ARB_shading_language_100 is exposed by the driver, ARB_fragment_shader isnt.

So you can use glslang only for vertex processing (this is probably just emulated in software), but not for fragment processing on a GF3/4.

To really start with glslang you need at least a Geforce FX 5200 or Radeon 9600(SE).

09-04-2004, 04:00 AM
yup, youve got the vertex shader:

but not the fragment shader:

thanks for that, lgrosshennig.