Берсеркер
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#281 13 января 2009 в 18:33
забыл добавить:<br />в двух шейдерах параллакса (_parallax.glsl)<br />#define NUM_STEPS 5<br />Для большего качества ставить 25 к примеру
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Берсеркер
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#282 13 января 2009 в 18:52
Вот лог от GT-Agressor (ATI Radeon):<br />
...compiling: _replace_pom.vsh&nbsp; success!<br />...compiling (clip): _replace_pom.vsh&nbsp; success!<br />...compiling: _replace_pom.fsh&nbsp; success!<br />...compiling: _interpolate_pom.vsh&nbsp; success!<br />...compiling (clip): _interpolate_pom.vsh&nbsp; success!<br />...compiling: _interpolate_pom.fsh&nbsp; couldn&#39;t compile: Fragment shader failed to compile with the following errors:<br />WARNING: 0:22: implicit cast from int to float<br />WARNING: 0:24: implicit cast from int to float<br />WARNING: 0:32: implicit cast from int to float<br />WARNING: 0:39: implicit cast from int to float<br />WARNING: 0:42: implicit cast from ivec2 to float<br />WARNING: 0:65: implicit cast from int to float<br />WARNING: 0:73: implicit cast from int to float<br />WARNING: 0:80: implicit cast from int to float<br />WARNING: 0:83: implicit cast from ivec2 to float<br />ERROR: 0:116: &#39;assign&#39; :&nbsp; cannot convert from &#39;4-component vector of float&#39; to &#39;3-component vector of float&#39;<br />ERROR: 0:117: &#39;assign&#39; :&nbsp; cannot convert from &#39;4-component vector of float&#39; to &#39;3-component vector of float&#39;<br />ERROR:&nbsp; compilation errors.&nbsp; No code generated.
<br />Осталось мне исправить _interpolate_pom.fsh<br />чем я завтра и займусь.<br />PS: ATI мать её так&nbsp; &gt;:(
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
mean_person
265 постов
Карма: 0
#283 13 января 2009 в 19:02
а можем ещё и вот так. на радике 4850<br /><br />Berserker@Quake3 win-x86 Jan 13 2009<br />----- FS_Startup -----<br />Current search path:<br />D:\games\Quake III Arena\baseq3\pak8.pk3 (9 files)<br />D:\games\Quake III Arena\baseq3\pak7.pk3 (4 files)<br />D:\games\Quake III Arena\baseq3\pak6.pk3 (64 files)<br />D:\games\Quake III Arena\baseq3\pak5.pk3 (7 files)<br />D:\games\Quake III Arena\baseq3\pak4.pk3 (272 files)<br />D:\games\Quake III Arena\baseq3\pak3.pk3 (4 files)<br />D:\games\Quake III Arena\baseq3\pak2.pk3 (148 files)<br />D:\games\Quake III Arena\baseq3\pak1.pk3 (26 files)<br />D:\games\Quake III Arena\baseq3\pak0.pk3 (3539 files)<br />D:\games\Quake III Arena\baseq3\map_cpmctf5.pk3 (16 files)<br />D:\games\Quake III Arena\baseq3\map_cpmctf3.pk3 (118 files)<br />D:\games\Quake III Arena\baseq3\map_cpmctf2.pk3 (57 files)<br />D:\games\Quake III Arena\baseq3\map_cpmctf1.pk3 (45 files)<br />D:\games\Quake III Arena\baseq3\map_cpma3.pk3 (10 files)<br />D:\games\Quake III Arena\baseq3\map_cpm9.pk3 (10 files)<br />D:\games\Quake III Arena\baseq3\map_cpm8.pk3 (13 files)<br />D:\games\Quake III Arena\baseq3\map_cpm7.pk3 (15 files)<br />D:\games\Quake III Arena\baseq3\map_cpm6.pk3 (41 files)<br />D:\games\Quake III Arena\baseq3\map_cpm5.pk3 (7 files)<br />D:\games\Quake III Arena\baseq3\map_cpm4a.pk3 (74 files)<br />D:\games\Quake III Arena\baseq3\map_cpm4.pk3 (7 files)<br />D:\games\Quake III Arena\baseq3\map_cpm3a.pk3 (79 files)<br />D:\games\Quake III Arena\baseq3\map_cpm3.pk3 (28 files)<br />D:\games\Quake III Arena\baseq3\map_cpm29.pk3 (78 files)<br />D:\games\Quake III Arena\baseq3\map_cpm28.pk3 (33 files)<br />D:\games\Quake III Arena\baseq3\map_cpm27.pk3 (95 files)<br />D:\games\Quake III Arena\baseq3\map_cpm26_cpmctf4.pk3 (100 files)<br />D:\games\Quake III Arena\baseq3\map_cpm25.pk3 (59 files)<br />D:\games\Quake III Arena\baseq3\map_cpm24.pk3 (44 files)<br />D:\games\Quake III Arena\baseq3\map_cpm23.pk3 (91 files)<br />D:\games\Quake III Arena\baseq3\map_cpm22.pk3 (60 files)<br />D:\games\Quake III Arena\baseq3\map_cpm21.pk3 (93 files)<br />D:\games\Quake III Arena\baseq3\map_cpm20.pk3 (82 files)<br />D:\games\Quake III Arena\baseq3\map_cpm2.pk3 (14 files)<br />D:\games\Quake III Arena\baseq3\map_cpm1a.pk3 (57 files)<br />D:\games\Quake III Arena\baseq3\map_cpm19.pk3 (58 files)<br />D:\games\Quake III Arena\baseq3\map_cpm18r.pk3 (79 files)<br />D:\games\Quake III Arena\baseq3\map_cpm18.pk3 (77 files)<br />D:\games\Quake III Arena\baseq3\map_cpm17.pk3 (71 files)<br />D:\games\Quake III Arena\baseq3\map_cpm16.pk3 (34 files)<br />D:\games\Quake III Arena\baseq3\map_cpm15.pk3 (28 files)<br />D:\games\Quake III Arena\baseq3\map_cpm14.pk3 (86 files)<br />D:\games\Quake III Arena\baseq3\map_cpm13.pk3 (72 files)<br />D:\games\Quake III Arena\baseq3\map_cpm12.pk3 (20 files)<br />D:\games\Quake III Arena\baseq3\map_cpm11a.pk3 (18 files)<br />D:\games\Quake III Arena\baseq3\map_cpm11.pk3 (15 files)<br />D:\games\Quake III Arena\baseq3\map_cpm10.pk3 (16 files)<br />D:\games\Quake III Arena/baseq3<br /><br />----------------------<br />5973 files in pk3 files<br />execing default.cfg<br />execing q3b_config.cfg<br />couldn&#39;t exec autoexec.cfg<br />Hunk_Clear: reset the hunk ok<br />...detecting CPU, found Intel Pentium III<br /><br />------- Input Initialization -------<br />No window for DirectInput mouse init, delaying<br />Joystick is not active.<br />------------------------------------<br />----- Client Initialization -----<br />----- Initializing Renderer ----<br />-------------------------------<br />----- Client Initialization Complete -----<br />----- R_Init -----<br />Initializing OpenGL subsystem<br />...initializing OpenGL<br />...calling LoadLibrary( &#39;C:\WINDOWS\system32\opengl32.dll&#39; ): succeeded<br />...setting mode 8: 1280 1024 FullScreen<br />...using colorsbits of 32<br />...calling CDS: ok<br />...registered window class<br />...created window@0,0 (1280x1024)<br />Initializing OpenGL driver<br />...getting DC: succeeded<br />...GLW_ChoosePFD( 32, 24, 8 )<br />...95 PFDs found<br />...hardware acceleration found<br />...PIXELFORMAT 2 selected<br />...creating GL context: succeeded<br />...making context current: succeeded<br />Initializing OpenGL extensions<br />X..GL_S3_s3tc not found<br />X..ignoring GL_EXT_texture_compression_s3tc<br />X..ignoring GL_ARB_texture_compression<br />X..ignoring GL_EXT_texture_lod_bias<br />...using GL_ARB_texture_cube_map<br />...using GL_EXT_texture3D<br />...using GL_EXT_stencil_wrap<br />X..GL_EXT_stencil_two_side not found<br />...using GL_ATI_separate_stencil<br />...using GL_ARB_vertex_buffer_object<br />X..ignoring GL_EXT_texture_filter_anisotropic<br />...using WGL_EXT_swap_control<br />...using GL_EXT_draw_range_elements<br />...using GL_ARB_multitexture [8 TMUs]<br />...using GL_EXT_compiled_vertex_array<br />...using GL_EXT_texture_edge_clamp<br />...using GL_EXT_framebuffer_object<br />...using GL_ARB_shader_objects<br />...using GL_ARB_vertex_shader<br />...using GL_ARB_fragment_shader<br />...using GL_ARB_texture_rectangle<br />...using GL_ARB_draw_buffers [8]<br /><br />GL_VENDOR: ATI Technologies Inc.<br />GL_RENDERER: ATI Radeon HD 4800 Series<br />GL_VERSION: 2.1.8304 Release<br />GL_EXTENSIONS:<br />&nbsp; &nbsp; GL_AMDX_vertex_shader_tessellator<br />&nbsp; &nbsp; GL_AMD_performance_monitor<br />&nbsp; &nbsp; GL_AMD_texture_texture4<br />&nbsp; &nbsp; GL_ARB_color_buffer_float<br />&nbsp; &nbsp; GL_ARB_depth_buffer_float<br />&nbsp; &nbsp; GL_ARB_depth_texture<br />&nbsp; &nbsp; GL_ARB_draw_buffers<br />&nbsp; &nbsp; GL_ARB_draw_instanced<br />&nbsp; &nbsp; GL_ARB_fragment_program<br />&nbsp; &nbsp; GL_ARB_fragment_program_shadow<br />&nbsp; &nbsp; GL_ARB_fragment_shader<br />&nbsp; &nbsp; GL_ARB_half_float_pixel<br />&nbsp; &nbsp; GL_ARB_half_float_vertex<br />&nbsp; &nbsp; GL_ARB_instanced_arrays<br />&nbsp; &nbsp; GL_ARB_multisample<br />&nbsp; &nbsp; GL_ARB_multitexture<br />&nbsp; &nbsp; GL_ARB_occlusion_query<br />&nbsp; &nbsp; GL_ARB_pixel_buffer_object<br />&nbsp; &nbsp; GL_ARB_point_parameters<br />&nbsp; &nbsp; GL_ARB_point_sprite<br />&nbsp; &nbsp; GL_ARB_shader_objects<br />&nbsp; &nbsp; GL_ARB_shader_texture_lod<br />&nbsp; &nbsp; GL_ARB_shading_language_100<br />&nbsp; &nbsp; GL_ARB_shadow<br />&nbsp; &nbsp; GL_ARB_shadow_ambient<br />&nbsp; &nbsp; GL_ARB_texture_border_clamp<br />&nbsp; &nbsp; GL_ARB_texture_compression<br />&nbsp; &nbsp; GL_ARB_texture_cube_map<br />&nbsp; &nbsp; GL_ARB_texture_env_add<br />&nbsp; &nbsp; GL_ARB_texture_env_combine<br />&nbsp; &nbsp; GL_ARB_texture_env_crossbar<br />&nbsp; &nbsp; GL_ARB_texture_env_dot3<br />&nbsp; &nbsp; GL_ARB_texture_float<br />&nbsp; &nbsp; GL_ARB_texture_mirrored_repeat<br />&nbsp; &nbsp; GL_ARB_texture_non_power_of_two<br />&nbsp; &nbsp; GL_ARB_texture_rectangle<br />&nbsp; &nbsp; GL_ARB_transpose_matrix<br />&nbsp; &nbsp; GL_ARB_vertex_buffer_object<br />&nbsp; &nbsp; GL_ARB_vertex_program<br />&nbsp; &nbsp; GL_ARB_vertex_shader<br />&nbsp; &nbsp; GL_ARB_window_pos<br />&nbsp; &nbsp; GL_ATI_draw_buffers<br />&nbsp; &nbsp; GL_ATI_envmap_bumpmap<br />&nbsp; &nbsp; GL_ATI_fragment_shader<br />&nbsp; &nbsp; GL_ATI_meminfo<br />&nbsp; &nbsp; GL_ATI_separate_stencil<br />&nbsp; &nbsp; GL_ATI_texture_compression_3dc<br />&nbsp; &nbsp; GL_ATI_texture_env_combine3<br />&nbsp; &nbsp; GL_ATI_texture_float<br />&nbsp; &nbsp; GL_EXT_abgr<br />&nbsp; &nbsp; GL_EXT_bgra<br />&nbsp; &nbsp; GL_EXT_blend_color<br />&nbsp; &nbsp; GL_EXT_blend_equation_separate<br />&nbsp; &nbsp; GL_EXT_blend_func_separate<br />&nbsp; &nbsp; GL_EXT_blend_minmax<br />&nbsp; &nbsp; GL_EXT_blend_subtract<br />&nbsp; &nbsp; GL_EXT_compiled_vertex_array<br />&nbsp; &nbsp; GL_EXT_copy_texture<br />&nbsp; &nbsp; GL_EXT_draw_buffers2<br />&nbsp; &nbsp; GL_EXT_draw_range_elements<br />&nbsp; &nbsp; GL_EXT_fog_coord<br />&nbsp; &nbsp; GL_EXT_framebuffer_blit<br />&nbsp; &nbsp; GL_EXT_framebuffer_multisample<br />&nbsp; &nbsp; GL_EXT_framebuffer_object<br />&nbsp; &nbsp; GL_EXT_framebuffer_sRGB<br />&nbsp; &nbsp; GL_EXT_gpu_program_parameters<br />&nbsp; &nbsp; GL_EXT_gpu_shader4<br />&nbsp; &nbsp; GL_EXT_multi_draw_arrays<br />&nbsp; &nbsp; GL_EXT_packed_depth_stencil<br />&nbsp; &nbsp; GL_EXT_packed_float<br />&nbsp; &nbsp; GL_EXT_packed_pixels<br />&nbsp; &nbsp; GL_EXT_point_parameters<br />&nbsp; &nbsp; GL_EXT_rescale_normal<br />&nbsp; &nbsp; GL_EXT_secondary_color<br />&nbsp; &nbsp; GL_EXT_separate_specular_color<br />&nbsp; &nbsp; GL_EXT_shadow_funcs<br />&nbsp; &nbsp; GL_EXT_stencil_wrap<br />&nbsp; &nbsp; GL_EXT_subtexture<br />&nbsp; &nbsp; GL_EXT_texgen_reflection<br />&nbsp; &nbsp; GL_EXT_texture3D<br />&nbsp; &nbsp; GL_EXT_texture_compression_latc<br />&nbsp; &nbsp; GL_EXT_texture_compression_rgtc<br />&nbsp; &nbsp; GL_EXT_texture_compression_s3tc<br />&nbsp; &nbsp; GL_EXT_texture_cube_map<br />&nbsp; &nbsp; GL_EXT_texture_edge_clamp<br />&nbsp; &nbsp; GL_EXT_texture_env_add<br />&nbsp; &nbsp; GL_EXT_texture_env_combine<br />&nbsp; &nbsp; GL_EXT_texture_env_dot3<br />&nbsp; &nbsp; GL_EXT_texture_filter_anisotropic<br />&nbsp; &nbsp; GL_EXT_texture_lod_bias<br />&nbsp; &nbsp; GL_EXT_texture_mirror_clamp<br />&nbsp; &nbsp; GL_EXT_texture_object<br />&nbsp; &nbsp; GL_EXT_texture_rectangle<br />&nbsp; &nbsp; GL_EXT_texture_sRGB<br />&nbsp; &nbsp; GL_EXT_texture_shared_exponent<br />&nbsp; &nbsp; GL_EXT_transform_feedback<br />&nbsp; &nbsp; GL_EXT_vertex_array<br />&nbsp; &nbsp; GL_KTX_buffer_region<br />&nbsp; &nbsp; GL_NV_blend_square<br />&nbsp; &nbsp; GL_NV_texgen_reflection<br />&nbsp; &nbsp; GL_SGIS_generate_mipmap<br />&nbsp; &nbsp; GL_SGIS_texture_edge_clamp<br />&nbsp; &nbsp; GL_SGIS_texture_lod<br />&nbsp; &nbsp; GL_WIN_swap_hint<br />GLSL version: 1.20<br />GL_MAX_TEXTURE_SIZE: 8192<br />GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 8192<br />GL_MAX_TEXTURE_UNITS_ARB: 8<br />GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: 512<br />GL_MAX_VERTEX_ATTRIBS_ARB: 16<br />GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: 16<br />GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 16<br />GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: 16<br />GL_MAX_VARYING_FLOATS_ARB: 68<br />GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: 512<br />GL_MAX_TEXTURE_COORDS_ARB: 16<br /><br />PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)<br />MODE: 8, 1280 x 1024 fullscreen hz:60<br />CPU: Intel Pentium III<br />texturemode: GL_LINEAR_MIPMAP_LINEAR<br />picmip: 0<br />texture bits: 32<br />compiled vertex arrays: enabled<br />compressed textures: none<br />Initializing GLSL programs<br />...loading &#39;glprogs/_parallax.glsl&#39;<br />...loading &#39;glprogs/_internal.glsl&#39;<br />...compiling: _replace.vsh&nbsp; success!<br />...compiling (clip): _replace.vsh&nbsp; success!<br />...compiling: _replace.fsh&nbsp; success!<br />...compiling: _add.vsh&nbsp; success!<br />...compiling (clip): _add.vsh&nbsp; success!<br />...compiling: _add.fsh&nbsp; success!<br />...compiling: _modulate.vsh&nbsp; success!<br />...compiling (clip): _modulate.vsh&nbsp; success!<br />...compiling: _modulate.fsh&nbsp; success!<br />...compiling: _interpolate.vsh&nbsp; success!<br />...compiling (clip): _interpolate.vsh&nbsp; success!<br />...compiling: _interpolate.fsh&nbsp; success!<br />...compiling: _replace_pom.vsh&nbsp; success!<br />...compiling (clip): _replace_pom.vsh&nbsp; success!<br />...compiling: _replace_pom.fsh&nbsp; success!<br />...compiling: _interpolate_pom.vsh&nbsp; couldn&#39;t compile: Vertex shader failed to compile with the following errors:<br />ERROR: 0:13: &#39;-&#39; :&nbsp; wrong operand types&nbsp; no operation &#39;-&#39; exists that takes a left-hand operand of type &#39;3-component vector of float&#39; and a right operand of type &#39;attribute 4-component vector of float&#39; (or there is no acceptable conversion)<br />ERROR:&nbsp; compilation errors.&nbsp; No code generated.<br /><br />----- CL_Shutdown -----<br />RE_Shutdown( 1 )<br />Shutting down OpenGL subsystem<br />...wglMakeCurrent( NULL, NULL ): success<br />...deleting GL context: success<br />...releasing DC: success<br />...destroying window<br />...resetting display<br />...shutting down QGL<br />...unloading OpenGL DLL<br />-----------------------<br />_interpolate_pom.vsh: bad GLSL shader<br />
KRIGSSVIN
930 постов
Карма: 53
#284 13 января 2009 в 22:40
mean person, Такая же ошибка, как и Агрессора:<br /><br />
...compiling: _interpolate_pom.vsh&nbsp; couldn&#39;t compile: Vertex shader failed to compile with the following errors:<br />ERROR: 0:13: &#39;-&#39; :&nbsp; wrong operand types&nbsp; no operation &#39;-&#39; exists that takes a left-hand operand of type &#39;3-component vector of float&#39; and a right operand of type &#39;attribute 4-component vector of float&#39; (or there is no acceptable conversion)<br />ERROR:&nbsp; compilation errors.&nbsp; No code generated.
<br />Уже исправлено.
Берсеркер
2326 постов
Карма: 218
#285 14 января 2009 в 03:56
попробуйте<br />http://files.mail.ru/TXON2X<br />И еще раз: ATI едять её мухи&nbsp; ;D
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
GT-Agressor
321 постов
Карма: 42
#286 14 января 2009 в 05:50
Сейчас на Radeon HD2600Pro запускается :)<br /><br />Но! Не вижу эффекта от парралакса :( вообще в никак :(<br />Та же история на 8600GS
http://gt-team.blog.ru - мой блог :)
http://q3bers.nm.ru - элементы ретекстура для Q3Bers
Берсеркер
2326 постов
Карма: 218
#287 14 января 2009 в 08:13
Напоминаю, параллакс (как часть создаваемой попикселки) работает только при r_ppl=1&nbsp; ;D<br />И sv_pure должен быть всегда нулевой, на время разработок, чтоб можно было грузить ресурсы не из паков.
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Pred
5 постов
Карма: 0
#288 14 января 2009 в 14:14
Ребята я такой неудачник ! 0.5 часа лазил по дм7, не нашёл =(<br />Дайте хоть скрин поглядеть !<br />
Берсеркер
2326 постов
Карма: 218
#289 14 января 2009 в 15:47
<br /><br />
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Pred
5 постов
Карма: 0
#290 14 января 2009 в 19:28
Неплохо,поскорее бы увидеть с нормальными настройками =)<br />А у меня по прежнему никак =(