Possible solutions for shader problems with AMD cards
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Re: Possible solutions for shader problems with AMD cards
Do you have somewhere you could put a zipped copy of your log file and post the link here so that we can have a complete look at it all?
Ironfist
Ironfist
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Re: Possible solutions for shader problems with AMD cards
Thanks Ironfist / all. The log is here: http://www.box.com/shared/moreq536htIronfist wrote:Do you have somewhere you could put a zipped copy of your log file and post the link here so that we can have a complete look at it all?
Ironfist
Last edited by UK_Eliter on Fri Dec 02, 2011 11:11 pm, edited 1 time in total.
Re: Possible solutions for shader problems with AMD cards
Unfortunately that link is the login for your account, you need to post the link to the individual file instead.
Ironfist
Ironfist
64bit Mint 10 and Win 8 64bit on E8400 at 3.6GHz - ATI HD5750 graphics.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
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Re: Possible solutions for shader problems with AMD cards
Oops. Fixed (and the file is called 'latest.zip').Ironfist wrote:Unfortunately that link is the login for your account, you need to post the link to the individual file instead.
Ironfist
Re: Possible solutions for shader problems with AMD cards
Now I can see the version of the ATI driver you are using, I think I had very similar problems with version 11.9 the upgrade to 11.10 fixed it all. See https://bb.oolite.space/viewtopic.php?f=3&t=11056 I carried out a series of tests with the help of others on here.
So I think upgrade to 11.10 - I have not checked 11.11 yet to know if it is OK or not.
Ironfist
So I think upgrade to 11.10 - I have not checked 11.11 yet to know if it is OK or not.
Ironfist
64bit Mint 10 and Win 8 64bit on E8400 at 3.6GHz - ATI HD5750 graphics.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
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Re: Possible solutions for shader problems with AMD cards
I tried 11.10, though (and 11.9) and no joy. Perhaps I didn't do a full enough uninstall. Perhaps I'll need to uninstall, delete everything (all files, all registry stuff) and then install 11.10.
Lord, what a faff. I think I'll stop 'upgrading' any of my software - it so often causes problems.
Lord, what a faff. I think I'll stop 'upgrading' any of my software - it so often causes problems.
Re: Possible solutions for shader problems with AMD cards
Yes 11.9 was bad and I have just tried 11.11 and the version of OpenGL has gone back to 4.1.1.xxxx under 11.10 it was 4.2.1. This is now giving shader errors again. I think going up in version numbers works if you just install but going back needs an unistall, reboot, re-install route. 11.8 was OK, I am now going back to 11.10.
Ironfist
Ironfist
64bit Mint 10 and Win 8 64bit on E8400 at 3.6GHz - ATI HD5750 graphics.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
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Re: Possible solutions for shader problems with AMD cards
I always had to clean out all ATI files after a full uninstall... usually took three reboots to set the replacement driver.
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!
Re: Possible solutions for shader problems with AMD cards
I have actually had to go back to 11.8 to get a fully working system. What I can not find for the time being is the version of ATI driver that installed the OpenGL version 4.2.1 all the ones I have tried tonight have installed various versions of 4,1,1xxx.
I will have another look in the morning.
Ironfist
I will have another look in the morning.
Ironfist
64bit Mint 10 and Win 8 64bit on E8400 at 3.6GHz - ATI HD5750 graphics.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
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Re: Possible solutions for shader problems with AMD cards
Yep, my clean install of 11.10 preserved the errors. And disabled my AMD 'overdrive'. Oh dear.Ironfist wrote:I have actually had to go back to 11.8 to get a fully working system. What I can not find for the time being is the version of ATI driver that installed the OpenGL version 4.2.1 all the ones I have tried tonight have installed various versions of 4,1,1xxx.
I will have another look in the morning.
Ironfist
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Re: Possible solutions for shader problems with AMD cards
You will probably know this... but are you uninstalling the complete CCC suite, or just the driver?
I found that uninstalling everything, including their installer, rebooting, then running the install .exe of the full suite and rebooting again was the best solution.
I found that uninstalling everything, including their installer, rebooting, then running the install .exe of the full suite and rebooting again was the best solution.
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!
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Re: Possible solutions for shader problems with AMD cards
Hi El ViejoEl Viejo wrote:You will probably know this... but are you uninstalling the complete CCC suite, or just the driver?
I found that uninstalling everything, including their installer, rebooting, then running the install .exe of the full suite and rebooting again was the best solution.
Yes, I did that - and cleaned out some file and registy stuff manually. Actually, the game looks pretty good now - but I still seem to have errors in the latest log (and I think that some ships I designed are lacking their shaders).
Re: Possible solutions for shader problems with AMD cards
Please complain/report it in the related OXPs topics.
Most of the problems in your log are well known (and the fix too) for quite some time.
But it looks as if some shaders in OXPs are not updated and the problems will grow, because ppl will c&p.
Most of the problems in your log are well known (and the fix too) for quite some time.
But it looks as if some shaders in OXPs are not updated and the problems will grow, because ppl will c&p.
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Re: [EDIT: ACTUAL!] solution for shader problems with AMD .
Ah - and thanks. So: the problems are in fact in the code of various OXPs (although perhaps the graphics driver exposes some of these errors)? If so, then I've got some work to do - because one of the shaders with problems is from one my OXPs, namely 'Extra Thargoids'. For that OXP I get this error:Svengali wrote:Please complain/report it in the related OXPs topics.
Most of the problems in your log are well known (and the fix too) for quite some time.
But it looks as if some shaders in OXPs are not updated and the problems will grow, because ppl will c&p.
Code: Select all
03:14:59.765 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for extraThargoids.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 1:92: error(#397) Illegal escape sequence.
ERROR: 1:93: error(#132) Syntax error: '{' parse error
ERROR: error(#273) 2 compilation errors. No code generated
EDIT: Aha! I've removed a line of space from one of the two shader files at issue, and, in the other one, removed the backslashes that seperated lines - and, instead, joined the lines together to make one very large line - and now my Extra Thargoids shader works!
EDIT: At least the following OXPs are affected: Thargoid Threat; Second Wave; Xarik; Neocaduceus; Kirin. In all of them, the code (or code almost identical to)
Code: Select all
#define LIGHT(idx) \
{ \
vec3 lightVector = normalize(gl_LightSource[idx].position.xyz); \
vec3 reflection = normalize(-reflect(lightVector, v_normal)); \
diffuse += gl_FrontMaterial.diffuse * gl_LightSource[idx].diffuse * max(dot(v_normal, lightVector), 0.0); \
specular += gl_LightSource[idx].diffuse * pow(max(dot(reflection, eyeVector), 0.0), 5.0); \
}
Code: Select all
#define LIGHT(idx) { vec3 lightVector = normalize(gl_LightSource[idx].position.xyz); vec3 reflection = normalize(-reflect(lightVector, v_normal)); diffuse += gl_FrontMaterial.diffuse * gl_LightSource[idx].diffuse * max(dot(v_normal, lightVector), 0.0); specular += gl_LightSource[idx].diffuse * pow(max(dot(reflection, eyeVector), 0.0), 5.0);}