Does OGRE support the Intel GMA 950 video card?

Problems building or running the engine, queries about how to use features etc.
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divya
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Does OGRE support the Intel GMA 950 video card?

Post by divya »

Does OGRE support the Intel GMA 950 video card?
psquare
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Post by psquare »

I had this before. Most of the ogre demos ran just fine.

However, you will not be able to write advanced shaders.

*EDIT*

http://www.ogre3d.org/wiki/index.php/Hardware
SiS, Intel and S3 cards might or might not be supported.
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madmark
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Post by madmark »

I have run it on that "Video Hardware". As long as you don't do anything funky like shaders you should be OK.
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sinbad
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Post by sinbad »

I like the quotes around "Video Hardware". :lol:
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Post by lodi »

This is the video card inside my macbook; I can run shaders if I declare them as arbfp1, etc.
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madmark
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Post by madmark »

Thanks Sinbad...

I'll be here all week... Try the veal!
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xavier
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Post by xavier »

Just want to add the link to the Wikipedia page on the Intel chips:

http://en.wikipedia.org/wiki/Intel_GMA

There you will find that as of the date of this posting anyway, that the GMA 9xx and GMA3xxx chips have no hardware vertex shaders at all -- none. It's emulated in software. The GMA Xnnnn chips have hardware vertex shaders, and technically are DX10/SM4.0-compliant, but that the drivers for them from Intel are "Beta".

So yes, you can run Ogre stuff on GMA chips, but as mentioned, don't expect miracles.
Do you need help? What have you tried?

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Injector
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Post by Injector »

However, you will not be able to write advanced shaders.
From experience I can say that the app will probably crash (throwing some DX exception, e.g. invalid operation) using even the simplest shaders (doing nothing else than transforming the vertex position to clip space), even though the chips claim to support advanced profiles (like vs_3_0 and ps_3_0).

So, better stick with fixed function functionality if you plan to support Intel chips and the like.
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Post by Nigo »

----
Last edited by Nigo on Tue Jul 10, 2007 8:32 am, edited 1 time in total.
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xavier
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Post by xavier »

That just means your code has not loaded any render systems.
Do you need help? What have you tried?

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Post by Nigo »

"my" code is the samples of the SDK... I'm a new Ogre user, what should I do ? thanks ;)
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xavier
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Post by xavier »

Post your Ogre.log here.
Do you need help? What have you tried?

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Post by Nigo »

it was a path problem, it works now, sorry ;)
I can now tell you what sample works on that card
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xavier
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Post by xavier »

Injector wrote:
However, you will not be able to write advanced shaders.
From experience I can say that the app will probably crash (throwing some DX exception, e.g. invalid operation) using even the simplest shaders (doing nothing else than transforming the vertex position to clip space), even though the chips claim to support advanced profiles (like vs_3_0 and ps_3_0).

So, better stick with fixed function functionality if you plan to support Intel chips and the like.
We've found that even that is not a guarantee -- objects with simple environment maps crash out Ogre on the 950.

What a PoS...
Do you need help? What have you tried?

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sinbad
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Post by sinbad »

Even so, I'd still really like to figure out how to stop this crashing. I've ordered a new test Mobo with a GMA3100, which still has the same software vertex shaders as the 950 so I'm hoping I can get some decent comparisons from it.
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