Hi Thom, are you using the current CVS?
I have only ever seen that "cannot change Uniform type" message when running the newer-formant glsl_array1.osg file against an older OSG v1.0 that doesn't support the new uniform array stuff. Thanks -- mew Thom DeCarlo wrote: > Oops, I haven't been paying attention. Sorry. > > I get the "cannot change Uniform type" message 4 times. Then the > glLinkProgram error, as follows: > > C:\>osgviewer glsl_array1.osg > cannot change Uniform type > cannot change Uniform type > cannot change Uniform type > cannot change Uniform type > cannot change Uniform type > Time to load = 0.0353921 > glLinkProgram "" FAILED > Program "" infolog: > Fragment info > ------------- > <stdlib>(3044) : error C5043: profile requires index expression to be > compile-time constant > > > C:\> > > > This was compiled on WinXP using VisualStudio 2005. It is running on an > Nvidia Quadro FX1100 using the 81.67 drivers. Is it time to request new > hardware, already? ;-) > > Thom > > -- > Thom DeCarlo > ------------------------------------------------------- > If a tree falls in a virtual forest > and it's not in anyone's field of view, > does it really happen? > > > >>-----Original Message----- >>From: [EMAIL PROTECTED] [mailto:osg-users- >>[EMAIL PROTECTED] On Behalf Of Mike Weiblen >>Sent: Tuesday, May 23, 2006 12:18 AM >>To: osg users >>Subject: Re: [osg-users] GLSL uniform arrays v. GPU drivers >> >>Hi Thom, >> >>I didn't see any attachment. >> >>When you say "getting the same error as Martin", are you refering to the >>"cannot >>change Uniform type", the glLinkProgram failure infolog, or both? >> >>FWIW, the fractal shaders dont work on my ATI Radeon 9600 either; older >>GPUs >>don't have the flexibility to execute arbitrary dynamic loops (nor >>arbitrary >>array indexing, it seems) When originally developed back a few years at >>3Dlabs, >>those fractal shaders were crafted to show off the then-unique >>capabilities of >>the Wildcat Realizm GPUs. >> >>Cheers >>-- mew >> >> >>Thom DeCarlo wrote: >> >>>Mike, >>>I've attached the output from testing this on my Nvidia Quadro FX 1100. >> >>I'm >> >>>using an OSG tarball from May 9 and the Nvidia 81.67 drivers which I >>>downloaded on Feb 22. >>> >>>Basically, I'm getting the same error as Martin Naylor. In fact, I've >> >>also >> >>>been getting errors with your fractal GLSL examples that say something >> >>about >> >>>"for" statements. ((42) : error C5013: profile does not support "for" >>>statements) I figured that it must be that my card is too old for full >>>support of GLSL. >>> >>>Thom >>> >>>-- >>>Thom DeCarlo >>>--------------------------------- >>>Where are we going and why am I in this handbasket? >>> >>> >>> >>> >>>>-----Original Message----- >>>>From: [EMAIL PROTECTED] [mailto:osg-users- >>>>[EMAIL PROTECTED] On Behalf Of Mike Weiblen >>>>Sent: Saturday, May 20, 2006 6:20 PM >>>>To: osg users >>>>Subject: [osg-users] GLSL uniform arrays v. GPU drivers >>>> >>>>Hi all, >>>> >>>>With the recent addition to OSG of support for GLSL uniform arrays, my >>>>testing >>>>leads me to believe there's much variation in how well GPUs and drivers >>>>actually >>>>support that GLSL feature. It might be useful to develop a simple set >> >>of >> >>>>OSG >>>>example files that will help evaluate vendor's GLSL capabilities. >>>> >>>>For example, attached is a simple .osg scene using uniform arrays that >> >>can >> >>>>be >>>>loaded with the latest OSG in CVS. The relevent GLSL array code is: >>>> >>>> uniform vec3 Color2[2]; >>>> ... >>>> int i = int( mod( osg_FrameTime, 2.0 ) ); >>>> vec3 color = mix(Color2[i], Color1, colorSelect) * LightIntensity; >>>> >>>>The concept is the shader uses osg_FrameTime to toggle between the two >>>>colors in >>>>the Color2[] array. >>>> >>>>When run on my laptop's ATI Mobility Radeon 9800 under WinXP, the >>>>following >>>>message is displayed: >>>> >>>>"Link successful. The GLSL vertex shader will run in software due to the >>>>GLSL >>>>fragment shader running in software. The GLSL fragment shader will run >> >>in >> >>>>software - unsupported language element used." >>>> >>>>Because it's running in software fallback mode, the framerate is approx >>>>1Hz. >>>> >>>>I'm curious if anyone else could try running this .osg file on their >>>>GLSL-capable GPU, and report their result. Also feel free to create new >>>>test >>>>cases if you find other spotty implementations. >>>> >>>>Thanks >>>>-- mew >>> >>> >>> >>>_______________________________________________ >>>osg-users mailing list >>>osg-users@openscenegraph.net >>>http://openscenegraph.net/mailman/listinfo/osg-users >>>http://www.openscenegraph.org/ >>> >> >> >>_______________________________________________ >>osg-users mailing list >>osg-users@openscenegraph.net >>http://openscenegraph.net/mailman/listinfo/osg-users >>http://www.openscenegraph.org > > / > > > ------------------------------------------------------------------------ > > _______________________________________________ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/