div0 said " the shader is used like this: uncomment FRAGMENT_SHADER that is the one that crashes uncomment ONE of the modes I'd suggest MODE_LIGHTDIRECTIONMAP_MODELSPACE and uncomment USEDIFFUSE, USEGLOW, USESPECULAR then you get the basic shader that's used for most surfaces in the game and that sure is one of those that crashes when I had tested it, it also crashed in just MODE_LIGHTMAP (which is used if deluxemapping is 0) "
the code is in attachment. I hope this will help. 2008/10/28 Eric Anholt <[EMAIL PROTECTED]> > Right now most GLSL debugging on the 965 driver is on hold while idr > rewrites Mesa's GLSL compiler, since the driver part will need to be > mostly rewritten after that, anyway. However, if people could isolate > failing shaders and get them into piglit testcases, we might be able to > get to them earlier, and it would benefit all future GLSL work as well. >
default.glsl
Description: Binary data
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