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.
>

Attachment: default.glsl
Description: Binary data

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