Shader problems with ATI Radeon drivers [Solved]
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- JensAyton
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Griff, gl_MultiTexCoord# is not valid in fragment shaders. What you should be doing is reading gl_MultiTexCoord0 in the vertex shader and passing it through a varying to the fragment shader – either the build-in varying gl_TexCoord, or a custom one. The Oolite vertex shaders use a custom one, varying vec2 vTexCoords, and this is the recommended way for GLSL in general.
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- Griff
- Oolite 2 Art Director
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OK, i think i've got the shaders sorted for random hits, but i've hit a snag, the shipdata.plist is written in XML which makes my hair stand on end, most of it hasn't changed but i've no idea how to write out the new texture uniform stuff, could somebody translate this into xml so i can use it as a guide to copy from:
Code: Select all
shaders =
{
"griff_krait_diffuse.png" =
{
vertex_shader = "griff_normalmap_ships.vertex";
fragment_shader = "griff_krait_r_channel_decals.fragment";
textures =
(
"griff_krait_diffuse.png",
"griff_krait_effects.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uEffectsMap = { type = texture; value = 1; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
- JensAyton
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Code: Select all
<key>shaders</key>
<dict>
<key>griff_krait_diffuse.png</key>
<dict>
<key>vertex_shader</key>
<string>griff_normalmap_ships.vertex</string>
<key>fragment_shader</key>
<string>griff_krait_r_channel_decals.fragment</string>
<key>textures</key>
<array>
<string>griff_krait_diffuse.png</string>
<string>griff_krait_effects.png</string>
</array>
<key>uniforms</key>
<dict>
<key>uColorMap</key>
<dict>
<key>type</key>
<string>texture</string>
<key>value</key>
<string>0</string>
</dict>
<key>uEffectsMap</key>
<dict>
<key>type</key>
<string>texture</string>
<key>value</key>
<string>1</string>
</dict>
<key>uTime</key>
<string>universalTime</string>
<key>nearly_dead</key>
<string>throwingSparks</string>
<key>hull_heat_level</key>
<string>hullHeatLevel</string>
<key>engine_power</key>
<string>speedFactor</string>
</dict>
</dict>
</dict>
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- Cody
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Oh well, I suppose it had to happen. I’ve started getting a few ‘black screen/vpu recover’ events… I’m none too happy with the way Catalyst 10.4 loads Oolite. In hope, I’ll presume that it’s the driver at fault, and not my aging system.
I guess I’ll have to roll-back to 10.1 again… <sigh>.
I guess I’ll have to roll-back to 10.1 again… <sigh>.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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It’s near the end of the fifth month of the tenth year of the millennium… which means it’s time for ATI/AMD to release Catalyst 10.5, driver version 8.732. It’s installed and so far, so good… now for another few days of ‘deep immersion’ testing. Oh well, as Star Gazer said… ‘it’s a dirty job, but someone has got to do it’.
Now where do I want to go tonight… right across the fifth from Bizalein to Gesolaon, that should do for starters.
<Station control, this is Rolling Thunder, bay seventeen... request launch sequence>
Now where do I want to go tonight… right across the fifth from Bizalein to Gesolaon, that should do for starters.
<Station control, this is Rolling Thunder, bay seventeen... request launch sequence>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Sorry to keep on asking about this, but I don't think the Griff Boa is displaying correctly for me:
It seems to have gl_TexCoord[0].st referenced throughout the .fragment files so I'm guessing this is another one for the list.
I'll happily have a go at fixing it myself if someone can give me an overview of how to do it that a poor simple Java programmer can understand
It seems to have gl_TexCoord[0].st referenced throughout the .fragment files so I'm guessing this is another one for the list.
I'll happily have a go at fixing it myself if someone can give me an overview of how to do it that a poor simple Java programmer can understand
- Griff
- Oolite 2 Art Director
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- Location: Probably hugging his Air Fryer
oo, that does look like good news, as long as the updated shaders that switched to using 'multiTexcoord' are still working! *praying smiley.gif*
thanks for doing the driver testing palmski, it doesn't look like the attempts i made to put these older pre-normal map shaders through a "normal map shader but without using a normal map" conversion process worked that well judging by the trippy capt kev dodo station screenshots that baffled players started posting after i made the changes to the oxp!
thanks for doing the driver testing palmski, it doesn't look like the attempts i made to put these older pre-normal map shaders through a "normal map shader but without using a normal map" conversion process worked that well judging by the trippy capt kev dodo station screenshots that baffled players started posting after i made the changes to the oxp!
- Killer Wolf
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- Cody
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What’s this… an ATI driver update that actually cures a problem instead of creating one? Whatever next?Palmski wrote:I just upgraded to Catalyst 10.5 and it's displaying ok again.
KW… I know what you’re thinking, but you’ll have to try it… won’t you?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Tried 10.5 and:
HOORAY!
Now I see all the beautiful shadered stuff again!
Even the animated billboards work again!
YEEHAW!
HOORAY!
Now I see all the beautiful shadered stuff again!
Even the animated billboards work again!
YEEHAW!
...and keep it under lightspeed!
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