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
>>>
>>>
>>>
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>>>
>>
>>
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