Can't get a simple fragment program to do... anything at all, really
So, what kind of error is this?
I mean, all fragment programs seem to begin with that token. I have to assume it means I've got an error *somewhere* in the program, but where?
EDIT: This is pathetic, I'm just talking to myself now. I might as well just fill my apartment with cats and old newspapers.
Code:
program error at line 0:
"!!ARBfp1.0"I mean, all fragment programs seem to begin with that token. I have to assume it means I've got an error *somewhere* in the program, but where?
EDIT: This is pathetic, I'm just talking to myself now. I might as well just fill my apartment with cats and old newspapers.
Is the target of glProgramStringARB set to GL_FRAGMENT_PROGRAM_ARB when you get that error?
Sad, embarrassing story, actually. I had foobar'd my error reporting mechanism. Once I tracked that down, I was able to find the actual errors.
Anyway, since then, I've given up on using fragment programs to support ATI cards. The shaders worked great on NVIDIA, but not at all on ATI.
So, yesterday I implemented an infinite projection matrix for silhouette extrusion. And, lo, it works. I had to do some finagling to un-infinitize my frustum to a local copy for frustum culling my scene-graph, but it all works. Plus, I get the added benefit of being able to project directional-light shadows to a point at infinity ( instead of having to project a full set of silhouette quads and front and back cappings ) so I save quite a few vertices and tranformation math. Awesome.
I'm still fighting with z-fighting on ATI, but when I get that solved I can post a beta for people to try out and... probably break
Anyway, since then, I've given up on using fragment programs to support ATI cards. The shaders worked great on NVIDIA, but not at all on ATI.
So, yesterday I implemented an infinite projection matrix for silhouette extrusion. And, lo, it works. I had to do some finagling to un-infinitize my frustum to a local copy for frustum culling my scene-graph, but it all works. Plus, I get the added benefit of being able to project directional-light shadows to a point at infinity ( instead of having to project a full set of silhouette quads and front and back cappings ) so I save quite a few vertices and tranformation math. Awesome.
I'm still fighting with z-fighting on ATI, but when I get that solved I can post a beta for people to try out and... probably break
Scratch that -- z-fighting is fixed on ATI. However, I've got some peculiar fogging issues... and one long-standing bug, that I see "cracks" where terrain patches meet on the ATI card ( I think a 9600 ).
These seem solvable. Plus, will full shadow casting ( e.g., *all* objects -- hundreds of objects ) I get 30 fps min, 60 (capped) average on the ATI ( dual 2.5 g5). Nice.
These seem solvable. Plus, will full shadow casting ( e.g., *all* objects -- hundreds of objects ) I get 30 fps min, 60 (capped) average on the ATI ( dual 2.5 g5). Nice.
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