On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
> On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
> > Aw, that looks bad... I've never seen anything like, so my first guess
> > would be that it's one of these NVIDIA vs. ATI issues (which are really
> > tough to>
> >understand from my side with just NVIDIA cards available). For reference -
> >I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.>
> > No idea what Stuart runs.
> 
> I'm also running NVidia (GT260M).
> 
> This looks to me to be one of two things:
> - a straight driver bug (worth checking if your drivers are out of date)
> - (less likely) we're going beyond the number of textures your card
> supports for a specific fragment shader.
> 
> BTW - I just came across this:
> http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
> 
> I've yet to download it, but it looks like it might be a very useful
> tool for those of us trying to improve shader performance.
> 
> -Stuart
> 
Hi Stuart,

I've used that. Unfortunately it won't help with compatibility issues, as the 
shaders compile fine with it in most cases, then they fail silently with the 
driver compiler...


Thorsten, from discussion on irc, it seems you're assigning to a varying in 
the fragment shaders. See this log: http://dpaste.com/845317/
Most likely the other errors will go away once you fix that.

Sometimes the nvidia compiler is too lax...

HTH
Emilian

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