From: HB-GRAL <fli...@sa...> - 2010-04-18 23:37:56
|
I am running a MacBookPro OSX 10.5 with OpenSceneGraph 2.9.7. I downloaded compiled today cvs source and and here is what I get with current cvs data folder: http://img255.imageshack.us/img255/1559/fgnewdata.png And here is what I get with recent source but an older data folder (same as used from Tat for FG 2.0.0 MacFlightGear Release): http://img532.imageshack.us/img532/2923/fgolddata.png I apologize but the log-level=debug gives me absolutely no information (or gives me a the same errors with both CVS data versions). FG is not really crashing. I get only <=1 fps and this intersting gray triangles (when I disable the shaders all works fine but I want to work with the shaders and effects). Can someone give me some hints how recent CVS shaders/effects data runs on OSX? Is my MacBookPro out of date with RadeonX1600 now? Thanks in advance - Yves |
From: Victhor <vic...@gm...> - 2010-04-18 23:55:13
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> Is my MacBookPro out of date with RadeonX1600 now? I didn't know ATIs worked with OpenGL at all </jk> :0) |
From: HB-GRAL <fli...@sa...> - 2010-04-19 07:59:50
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Victhor schrieb: >> Is my MacBookPro out of date with RadeonX1600 now? > I didn't know ATIs worked with OpenGL at all </jk> :0) > OpenGL/OpenSceneGraph worked a long time with my ATI without this new ash cloud effects. FG is closer to reality than I thought. |
From: HB-GRAL <fli...@sa...> - 2010-04-19 12:03:44
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HB-GRAL schrieb: > OpenGL/OpenSceneGraph worked a long time with my ATI without this new > ash cloud effects. FG is closer to reality than I thought. > Can someone help me to disable model-default and terrain-default without loosing the other effects? It looks like "techniques" 10 and 11 are both not working with my configuration. I do not want to disable all the shaders - most of them are still working with my card and I can go further. Please apologize that I can not provide any error messages - I got none, the error is only what I see at <1 fps (the ash cloud combined with one rainbows per element). Thanks- Yves |
From: Arnt K. <ar...@c2...> - 2010-04-19 15:02:13
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On Mon, 19 Apr 2010 01:37:42 +0200, HB-GRAL wrote in message <4BC...@sa...>: > I am running a MacBookPro OSX 10.5 ..this is the most recent OSX? 64bit dualcore Intel? Maxed out ram yet? What screen resolution? What frame rates have you seen this far on it? ..<snip stuff I dunno. ;o) >. > Is my MacBookPro out of date with RadeonX1600 now? ..only if Apple has end-lifed it (which I doubt), and not if you can run it with X.org's "radeon" driver. ..as a backup idea; try boot it with a recest GNU/Linux Live CD or LiveUSB stick, it should default to X.org's "radeon" (or the "ati" wrapper) driver, and on your X1600, "radeon" should beat all other drivers. ..run it from ramdisk, and "install FG" onto that same ramdisk, that approach saves you from touching your OSX install and shows you what the X1600 etc hardware _can_ do. ;o) ..GNU/Linux benchmarks with tweak ideas that _may_ work for OSX too, OSX runs on top of Apple's "version" of *BSD Unix: http://www.free3d.org/ http://en.wikipedia.org/wiki/Phoronix http://dri.freedesktop.org/wiki/R300Benchmark http://en.wikipedia.org/wiki/Radeon#FOSS_drivers http://xorg.freedesktop.org/wiki/RadeonFeature ..the hardware: http://en.wikipedia.org/wiki/Comparison_of_AMD_graphics_processing_units#Radeon_R500_.28X1xxx.29_series http://en.wikipedia.org/wiki/Radeon_R520#X1600_series http://ati.amd.com/products/radeonx1600/specs.html http://ati.amd.com/products/radeonx1600/index.html -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. |
From: HB-GRAL <fli...@sa...> - 2010-04-19 16:32:06
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Arnt Karlsen schrieb: > On Mon, 19 Apr 2010 01:37:42 +0200, HB-GRAL wrote in message First of all - thank you very much for your answer. >> I am running a MacBookPro OSX 10.5 > > ..this is the most recent OSX? 64bit dualcore Intel? > Maxed out ram yet? What screen resolution? > What frame rates have you seen this far on it? > It is DuoCore 2.33 Intel with 3 GB RAM etc. I will run into some problems when I go for 10.6 - so it is not most recent OSX (but most recent 10.5 and I hope still supported). With FG 2.0.0pre3 and FG 2.0.0 from MacFlightGear I get a reasonable framerate at 1024 x 768 with all shaders/clouds/rain/snow/sprites/sound/smoothing/lights/sound/joysticks etc. enabled. But when I want to follow the work for the shaders/effects I need CVS. And at the moment my apple is grounded with CVS. I try to figure out which of the new shader/effects file or calculation gives me ash clouds and rainbows now. It looks like it has something to do with the new construction of model-default/terrain-default. Meantime I follow all your links. Thank you anyway for giving me and my apple a chance. - Yves |
From: Victhor <vic...@gm...> - 2010-04-19 16:51:26
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Perhaps you should try looking at data/Effects? AFAIK the shaders are there. > Arnt Karlsen schrieb: > > On Mon, 19 Apr 2010 01:37:42 +0200, HB-GRAL wrote in message > > First of all - thank you very much for your answer. > > >> I am running a MacBookPro OSX 10.5 > > > > ..this is the most recent OSX? 64bit dualcore Intel? > > Maxed out ram yet? What screen resolution? > > What frame rates have you seen this far on it? > > > > It is DuoCore 2.33 Intel with 3 GB RAM etc. I will run into some > problems when I go for 10.6 - so it is not most recent OSX (but most > recent 10.5 and I hope still supported). > > With FG 2.0.0pre3 and FG 2.0.0 from MacFlightGear I get a reasonable > framerate at 1024 x 768 with all > shaders/clouds/rain/snow/sprites/sound/smoothing/lights/sound/joysticks > etc. enabled. But when I want to follow the work for the shaders/effects > I need CVS. And at the moment my apple is grounded with CVS. > > I try to figure out which of the new shader/effects file or calculation > gives me ash clouds and rainbows now. It looks like it has something to > do with the new construction of model-default/terrain-default. > > Meantime I follow all your links. Thank you anyway for giving me and my > apple a chance. > > - Yves > > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel |
From: Tatsuhiro N. <tat...@gm...> - 2010-04-21 12:30:43
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Hi, This is a problem related to your ATI card (or its driver) I guess. The same thing happens on my old MacBook Pro with ATI Radeon X1600 while using default 2.0.0 base package. This has happened since a few months back (before 2.0.0 release), so I modified the shader scripts in 2.0.0 for avoiding this weirdness. The changes I made just lead some shader scripts to "linker error," so it's not that smart way, but it works at least. You can see data/Shaders/*.vert in 2.0.0 data folder for more detail. I guess you can try copying the *.vert in 2.0.0 data folder to your CVS/data/Shaders. Tat On Apr 19, 2010, at 8:37 AM, HB-GRAL wrote: > I am running a MacBookPro OSX 10.5 with OpenSceneGraph 2.9.7. I > downloaded compiled today cvs source and and here is what I get with > current cvs data folder: > > http://img255.imageshack.us/img255/1559/fgnewdata.png > > And here is what I get with recent source but an older data folder (same > as used from Tat for FG 2.0.0 MacFlightGear Release): > > http://img532.imageshack.us/img532/2923/fgolddata.png > > I apologize but the log-level=debug gives me absolutely no information > (or gives me a the same errors with both CVS data versions). FG is not > really crashing. I get only <=1 fps and this intersting gray triangles > (when I disable the shaders all works fine but I want to work with the > shaders and effects). > > Can someone give me some hints how recent CVS shaders/effects data runs > on OSX? Is my MacBookPro out of date with RadeonX1600 now? > > Thanks in advance - Yves > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel |
From: Vivian M. <viv...@li...> - 2010-04-21 16:13:46
|
Tat wrote: > > This is a problem related to your ATI card (or its driver) I guess. > > The same thing happens on my old MacBook Pro with ATI Radeon X1600 while > using default 2.0.0 base package. This has happened since a few months > back (before 2.0.0 release), so I modified the shader scripts in 2.0.0 for > avoiding this weirdness. The changes I made just lead some shader scripts > to "linker error," so it's not that smart way, but it works at least. > > You can see data/Shaders/*.vert in 2.0.0 data folder for more detail. > I guess you can try copying the *.vert in 2.0.0 data folder to your > CVS/data/Shaders. > > Tat > > On Apr 19, 2010, at 8:37 AM, HB-GRAL wrote: > > > I am running a MacBookPro OSX 10.5 with OpenSceneGraph 2.9.7. I > > downloaded compiled today cvs source and and here is what I get with > > current cvs data folder: > > > > http://img255.imageshack.us/img255/1559/fgnewdata.png > > > > And here is what I get with recent source but an older data folder (same > > as used from Tat for FG 2.0.0 MacFlightGear Release): > > > > http://img532.imageshack.us/img532/2923/fgolddata.png > > > > I apologize but the log-level=debug gives me absolutely no information > > (or gives me a the same errors with both CVS data versions). FG is not > > really crashing. I get only <=1 fps and this intersting gray triangles > > (when I disable the shaders all works fine but I want to work with the > > shaders and effects). > > > > Can someone give me some hints how recent CVS shaders/effects data runs > > on OSX? Is my MacBookPro out of date with RadeonX1600 now? > > > > Thanks in advance - Yves > > > > ------------------------------------------------------------------------ > ------ > > Download Intel® Parallel Studio Eval > > Try the new software tools for yourself. Speed compiling, find bugs > > proactively, and fine-tune applications for parallel performance. > > See why Intel Parallel Studio got high marks during beta. > > http://p.sf.net/sfu/intel-sw-dev > > _______________________________________________ > > Flightgear-devel mailing list > > Fli...@li... > > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > If you are seeing linker errors, then I think you are effectively killing the shader - which might be why it works :-) Vivian |
From: HB-GRAL <fli...@sa...> - 2010-04-21 20:34:56
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Vivian Meazza schrieb: > If you are seeing linker errors, then I think you are effectively killing > the shader - which might be why it works :-) > > Vivian I removed the "//" in // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work but nothing happens. Are you sure the shaders you see are working? ;-) -Y |
From: Vivian M. <viv...@li...> - 2010-04-21 20:51:17
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Yves wrote > -----Original Message----- > From: HB-GRAL [mailto:fli...@sa...] > Sent: 21 April 2010 21:35 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] New Effects on OSX > > Vivian Meazza schrieb: > > If you are seeing linker errors, then I think you are effectively > killing > > the shader - which might be why it works :-) > > > > Vivian > > I removed the "//" in > > // Super hack: if diffuse material alpha is less than 1, assume a > // transparency animation is at work > > but nothing happens. > > Are you sure the shaders you see are working? ;-) > The one that I wrote - sure :-). Vivian |
From: HB-GRAL <fli...@sa...> - 2010-05-14 22:57:40
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Vivian Meazza schrieb: >> >> Are you sure the shaders you see are working? ;-) >> > > The one that I wrote - sure :-). > > Vivian > Oh! Now I see it too! This was not reflection what I have seen before, I apologize for that - I fear the b29 ;-) So I can replace "!gl_FrontFacing" with "n.z < 0.00001" and it looks like reflect.frag works also fine for me (and btw. I did another small change with normalizing). ------ void main (void) { //if (!gl_FrontFacing) discard; vec3 n, halfV; float NdotL, NdotHV; vec4 color = constantColor; vec4 specular = vec4(0.0); //n = VNormal; n = normalize(VNormal); if (n.z < 0.00001) n = -n; ------- I am on the way to see all the nice work introduced with this new shaders! Thanks -Y |
From: HB-GRAL <fli...@sa...> - 2010-04-21 20:30:30
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Tatsuhiro Nishioka schrieb: > Hi, Thank you Tat! Comment out all the alpha in default.vert mat-anim.vert model-default.vert reflect.vert gives me the needed error (gl_LinkProgram "" failed). All works fine, also new performance vs. quality. BTW: "Warning: TangentSpaceGenerator: unknown primitive mode 9 " does not go away (from all this bumpspec.eff) but I guess this is not related to my card. Is it? -Yves |
From: Martin S. <Mar...@mg...> - 2010-04-21 20:59:24
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HB-GRAL wrote: > BTW: "Warning: TangentSpaceGenerator: unknown primitive mode 9 > " does not go away (from all this bumpspec.eff) but I guess this is not > related to my card. Is it? I'm getting tons of this all the time with an NVidia driver on Linux/AMD64. I suspect the people involved are aware of it (since it's already been mentioned here) and it doesn't hurt - so I didn't complain ;-) Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- |
From: Frederic B. <fre...@fr...> - 2010-04-21 21:06:20
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----- "Martin Spott" a écrit : > HB-GRAL wrote: > > > BTW: "Warning: TangentSpaceGenerator: unknown primitive mode 9 > > " does not go away (from all this bumpspec.eff) but I guess this is > > not related to my card. Is it? > > I'm getting tons of this all the time with an NVidia driver on > Linux/AMD64. > I suspect the people involved are aware of it (since it's already > been mentioned here) and it doesn't hurt - so I didn't complain ;-) This is an OSG warning. Unfortunately, polygons were forgotten by the people who wrote the tangent space generator. I posted something about it on the OSG list but got no response. If we want to make it disappear, I presume we'll have to do it ourself -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos |
From: HB-GRAL <fli...@sa...> - 2010-04-22 18:28:41
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Frederic Bouvier schrieb: > > This is an OSG warning. Unfortunately, polygons were forgotten by the > people who wrote the tangent space generator. I posted something about > it on the OSG list but got no response. If we want to make it disappear, > I presume we'll have to do it ourself > > -Fred > Just to add a note about performance vs. quality: All effects activated and quality >= 4.0 "ERROR: Implementation limit of 40 varying components exceeded, linked shaders use 4 too many varying component(s)." -Y. |
From: HB-GRAL <fli...@sa...> - 2010-04-22 18:47:18
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HB-GRAL schrieb: > Frederic Bouvier schrieb: >> This is an OSG warning. Unfortunately, polygons were forgotten by the >> people who wrote the tangent space generator. I posted something about >> it on the OSG list but got no response. If we want to make it disappear, >> I presume we'll have to do it ourself >> >> -Fred >> > > Just to add a note about performance vs. quality: > > All effects activated and quality >= 4.0 > > "ERROR: Implementation limit of 40 varying components exceeded, linked > shaders use 4 too many varying component(s)." > > -Y. > Ooops. Sorry, looks like this comes from todays landmass files from Tim. |
From: Roland H. <r.h...@gm...> - 2010-04-22 18:54:12
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> Ooops. Sorry, looks like this comes from todays landmass files from Tim. There seems to be a bug (crash on exit): http://www.pastebin.org/168361 Roland |
From: Tim M. <tim...@gm...> - 2010-04-22 22:06:30
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On Thu, Apr 22, 2010 at 8:47 PM, HB-GRAL <fli...@sa...> wrote: > HB-GRAL schrieb: > > Frederic Bouvier schrieb: > >> This is an OSG warning. Unfortunately, polygons were forgotten by the > >> people who wrote the tangent space generator. I posted something about > >> it on the OSG list but got no response. If we want to make it disappear, > >> I presume we'll have to do it ourself > >> > >> -Fred > >> > > > > Just to add a note about performance vs. quality: > > > > All effects activated and quality >= 4.0 > > > > "ERROR: Implementation limit of 40 varying components exceeded, linked > > shaders use 4 too many varying component(s)." > > > > -Y. > > > > Ooops. Sorry, looks like this comes from todays landmass files from Tim. > What platform. I was wondering if there were too many interpolated parameters. I can see how to eliminate 3 (the binormal); gotta think hard about the fourth :) Tim > > > ------------------------------------------------------------------------------ > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > |
From: Tim M. <tim...@gm...> - 2010-04-22 22:12:51
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On Wed, Apr 21, 2010 at 11:06 PM, Frederic Bouvier <fre...@fr...>wrote: > > ----- "Martin Spott" a écrit : > > > HB-GRAL wrote: > > > > > BTW: "Warning: TangentSpaceGenerator: unknown primitive mode 9 > > > " does not go away (from all this bumpspec.eff) but I guess this is > > > not related to my card. Is it? > > > > I'm getting tons of this all the time with an NVidia driver on > > Linux/AMD64. > > I suspect the people involved are aware of it (since it's already > > been mentioned here) and it doesn't hurt - so I didn't complain ;-) > > This is an OSG warning. Unfortunately, polygons were forgotten by the > people who wrote the tangent space generator. I posted something about > it on the OSG list but got no response. If we want to make it disappear, > I presume we'll have to do it ourself > It would be best to get the polygons out of the loaded geometry. The INDEX_MESH optimizer that was recently added to OSG will do this. Tim |
From: HB-GRAL <fli...@sa...> - 2010-04-26 23:10:18
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HB-GRAL schrieb: > Tatsuhiro Nishioka schrieb: >> Hi, > > Thank you Tat! > > Comment out all the alpha in > > default.vert > mat-anim.vert > model-default.vert > reflect.vert > Just realized that the problem might be constantColor = gl_FrontLightModelProduct.sceneColor + gl_FrontMaterial.ambient * gl_LightSource[0].ambient; and *not* alpha. -Y. |
From: HB-GRAL <fli...@sa...> - 2010-04-27 18:44:19
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HB-GRAL schrieb: > HB-GRAL schrieb: >> Tatsuhiro Nishioka schrieb: >>> Hi, >> Thank you Tat! >> >> Comment out all the alpha in >> >> default.vert >> mat-anim.vert >> model-default.vert >> reflect.vert >> > > Just realized that the problem might be > > constantColor = gl_FrontLightModelProduct.sceneColor > + gl_FrontMaterial.ambient * gl_LightSource[0].ambient; > > and *not* alpha. > > -Y. > All what I can say at the moment is that I probably have a problem with gl_Color and vec4 in the recent shaders with my very very old card on my very very old computer. When I comment out alpha or diffuse definitions in default/mat-anim/model-default/reflect.vert the code gives me "varying ... not written" and gl_link errors of course - but all the other shaders like landmass/crop/clouds/bump are still working fine as I can see. Looks like vec3 diffuse is working, vec4 diffuse produce problems. I wonder if this is only related to my rare ati and very rare OSX or if some others have the same problems with recent cvs effects and shaders. Thanks- Y- |
From: HB-GRAL <fli...@sa...> - 2010-04-30 23:01:00
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HB-GRAL schrieb: > HB-GRAL schrieb: >> HB-GRAL schrieb: >>> Tatsuhiro Nishioka schrieb: >>>> Hi, >>> Thank you Tat! >>> >>> Comment out all the alpha in >>> >>> default.vert >>> mat-anim.vert >>> model-default.vert >>> reflect.vert >>> >> Just realized that the problem might be >> >> constantColor = gl_FrontLightModelProduct.sceneColor >> + gl_FrontMaterial.ambient * gl_LightSource[0].ambient; >> >> and *not* alpha. >> >> -Y. >> > > All what I can say at the moment is that I probably have a problem with > gl_Color and vec4 in the recent shaders with my very very old card on my > very very old computer. When I comment out alpha or diffuse definitions > in default/mat-anim/model-default/reflect.vert the code gives me > "varying ... not written" and gl_link errors of course - but all the > other shaders like landmass/crop/clouds/bump are still working fine as I > can see. Looks like vec3 diffuse is working, vec4 diffuse produce > problems. I wonder if this is only related to my rare ati and very rare > OSX or if some others have the same problems with recent cvs effects and > shaders. > > Thanks- Y- > It is not the alpha nore diffuse confuse. I guess that my osx-ati-radeon-system does not handle what recent code does in SimGear with overriding OpenGL color etc. Just for my understanding: Is this new in FG to link and handle some of the effects directly via SimGear? (I am willing to own that I do not understand most part of this hack - its just because I never thought that I have to look into SimGear to find Effects/material-diffuse i.e.). Unfortunately I have to disable the "programs" in terrain-default/model-default/material-off/material-diffuse.eff at the moment - all the rest seems to work (osx 10.5.8, ati/radeon x1600, osg 2.9.8!). Thanks- Y. |
From: HB-GRAL <fli...@sa...> - 2010-05-07 13:21:28
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HB-GRAL schrieb: > HB-GRAL schrieb: >> HB-GRAL schrieb: >>> HB-GRAL schrieb: Now to complete my shader monolog after James fixed almost all my OSX compilation problems. I still have problems with the shaders on ATI Radeon x1600 (and I still wonder that no one else have this problem activating recent CVS shaders): If you ever want to simulate an ash cloud on my ATI and break me down to <=1 fps just use this two lines: if (!gl_FrontFacing) n = -n; Is this proper OpenGL/GLSL? My card/driver is very strict ;-) -Y. |
From: HB-GRAL <fli...@sa...> - 2010-05-11 13:16:16
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HB-GRAL wrote a lot: > > Is this proper OpenGL/GLSL? My card/driver is very strict ;-) > > -Y. > Simply unbelievable. I changed less-equal predicates in techniques of model-default.eff, terrain-default.eff and reflect.eff to version 2.1 and GSLS or glextension to _120. I got back my 30 fps and all the shaders working (do not look at KSFO to close, this airport is designed only to sell new computers and video cards). You may say I just broke the shaders here with this, but I do not believe you anymore. Today is another FG-Fiesta here with working shaders, amazing scenery, clouds, material, textures, lights, reflection with an old old ATI Radeon x1600 on a very old computer. Thanks anyway. -Y |