Posts: 543
Threads: 16
Joined: Dec 2008
Reputation:
7
Location: Las Vegas, NV
09-14-2010, 01:23 PM
(This post was last modified: 09-14-2010, 01:44 PM by arcum42.)
~ # glxinfo| grep shading
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync,
Which seems reasonably up to date.
And yeah, the depreciated variables should be taken care of. That was gl_FragData, gl_Color, gl_FragColor, and gl_TexCoord, IIRC.
Posts: 1.157
Threads: 11
Joined: Dec 2008
Reputation:
4
09-14-2010, 04:47 PM
(This post was last modified: 09-14-2010, 04:50 PM by Zeydlitz.)
First, version parameter was set in ZZoglShadersGLSL.cpp, change it (all 3 instance) for 130 -- sampler2DRect appear in 1.3 manual. Second, deprecated FragData and TexCoord is own OpenGL consortium trouble -- everybody use them. And although I really could use variable instead texCoord, I don't know how to change FragData (it's value are passed in binded buffers, so we could made alpha, depth testing and so on). FragColor should be removed by FragData[0] and I don't use it. gl_Color is not deprecated. At least in last manual I have (february 2010) gl_Color was not. And I hope it never be.
p.S. Working revision is r235 (it have one minor, but important change -- I forget to set initialised status to g_fPosXY variables, so only static picture -- load from quicksave -- was working). And check shader's file itself -- was a new copy made when ZZogl was built?
Posts: 1.157
Threads: 11
Joined: Dec 2008
Reputation:
4
No, FragData is from fragment shader, it's texture "layer".
Posts: 1.157
Threads: 11
Joined: Dec 2008
Reputation:
4
You right. I made byte8 (it's mean each colour are present by 8 byte number, so 32 byte per pixel) be default, because even modern drivers does not properly support 16F (each color is half-float, it's more precise, but why do Zerofrog use it? PS2 have not such colour support.
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
09-15-2010, 10:57 PM
(This post was last modified: 09-15-2010, 11:16 PM by gregory.)
byte8 seems enough for me. Flat panel (affordable) can not render 16F anyway.
Moreover looking at the code. It must be more slower with 16F to resolve targets.