Re: [PyOpenGL-Users] Code doesn't run on amd/ati hardware
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mcfletch
From: Mike C. F. <mcf...@vr...> - 2013-01-16 14:36:07
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On 13-01-15 01:43 PM, Tomasz Wesołowski wrote: > On 15 January 2013 18:21, Mike C. Fletcher <mcf...@vr...> wrote: >> My understanding is that implementations are free to parse each element >> within the set as a separate set of statements, while some >> implementations decide to concat the whole and then parse it. Thus some >> implementations (Intel) will accept a shader which is passed as a string >> (which gets turned into N single-character strings), while others (ATI) >> demand that each fragment be a valid set of statements in GLSL. > Hmm. I have written a script to check that and I confirm that AMD is > also okay with keeping statements (or even tokens) span through > several shader strings. You seem to be correct that the strings are working if they are split, even within a single token (i.e. that the parser is (loosely speaking) concat-ing the strings before parsing)... which begs the question of why the single character strings weren't working. Weird. I don't actually have any machines with Nvidia or Intel, so I'm afraid I can't help with that testing. I do like the idea of the independent test context decorator, so I've added one to the pyopengl/tests directory (using raw Pygame). Enjoy, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |