From: Brian P. <bri...@tu...> - 2004-05-25 21:25:17
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Chris Johnson wrote: > Alan Matsuoka wrote: > > >>>>>>Hi. I have just installed Chromium 1.6 (due to segmentation faults with >>>>>>1.7) and am attempting to run an OpenGL application with a simple vertex >>>>>>shader across a mural. My experience with Chromium is minimal, so >>>>>>please excuse my naiveness. >>> >>>[...] >>> >>> >>>>Also, could you please tell us more about the segfault issues you are >>>>having with 1.7? What OS? What applications? What network? What >>>>configuration? etc. >> >> >>Try running glxinfo. Are you sure the right extensions are available on >>your cluster ? > > > Erm... You're right. The cluster machines don't support any > vertex_program extensions. (I'm sorry to not have known this.) This > makes sense -- I've been compiling on a machine that does support vertex > programs, but when the program is propagated by the mothership out to > the cluster, it's just rendering normally. That is, without the vertex > shader. > > So, let me see if I understand this. The local machine, the application > node, is running my vertex shader application. It is checking for the > supported extension (using cgGLIsProfileSupported), which *is* supported > locally, so the program continues. Then, as OpenGL calls are issued, > the mothership picks them off and hands them out to the server nodes which > don't support vertex programs. No error occurs, but the vertex shader > functionality is missing. Should an error occur? I'm not sure how > Chromium handles this situation. The mothership isn't involved at that point. When cgGLIsProfileSupported() is called, I believe it calls glGetString() to test if particular extensions are available. The tilesort SPU should only report those GL extensions that are supported by all the rendering/server nodes. So, Cg should not be using vertex/fragment extensions that the Chromium configuration can't support. I've run the various Cg SDK programs successfully so I'm not sure why you're having problems. > Thanks for the tipoff. I've been wanting to blame it on hardware the > whole time. Perhaps I should have looked a bit harder. -Brian |