OpenGL 3+ RenderSystem
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masterfalcon
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Re: OpenGL 3+ RenderSystem
Could you check with the latest? I believe Wolfmanfx fixed that earlier today.
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TheSHEEEP
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Re: OpenGL 3+ RenderSystem
I tried and that instant startup crash erroris fixed. However, now a lot of new errors appear.
When starting with the GL3+ rendersystem, the application "blows up" until memory is full and crashes.
In the log, the following line is repeated every frame (at least the log is now 26MB big
):
When starting with the GL3+ rendersystem, the application "blows up" until memory is full and crashes.
In the log, the following line is repeated every frame (at least the log is now 26MB big
Other errors also happen (though not repeated every frame):18:40:43: GLSL compile log: FFPLib_Transform_VS
0(2) : error C0204: version directive must be first statement and may not be repeated
18:40:43: OGRE EXCEPTION(3:RenderingAPIException): Vertex Program FFPLib_Transform_VS failed to compile. See compile log above for details. in GLSLProgram::compile at C:/Coding/Ogre/sources/v1-9/RenderSystems/GL3Plus/src/GLSL/src/OgreGLSLProgram.cpp (line 257)
And there are more "setting of constant failed" errors like that in multiple material and program files.18:40:41: Parsing script Examples.program
18:40:41: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist. in GpuProgramParameters::_findNamedConstantDefinition at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1635)
18:40:41: Compiler error: invalid parameters in Examples.program(64): setting of constant failed
18:40:41: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource AmbientOneTextureWithUV.glsl in resource group Popular or any other group. in ResourceGroupManager::openResource at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreResourceGroupManager.cpp (line 756)
18:40:41: High-level program Ogre/BasicVertexPrograms/AmbientOneTextureWithUVGLSL encountered an error during loading and is thus not supported.
OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource AmbientOneTextureWithUV.glsl in resource group Popular or any other group. in ResourceGroupManager::openResource at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreResourceGroupManager.cpp (line 756)
18:40:41: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1625)
18:40:41: Compiler error: invalid parameters in Examples.program(98): setting of constant failed
18:40:41: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1625)
18:40:41: Compiler error: invalid parameters in Examples.program(99): setting of constant failed
18:40:41: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource DiffuseOneTexture.glsl in resource group Popular or any other group. in ResourceGroupManager::openResource at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreResourceGroupManager.cpp (line 756)
18:40:41: High-level program Ogre/BasicFragmentPrograms/DiffuseOneTextureGLSL encountered an error during loading and is thus not supported.
OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource DiffuseOneTexture.glsl in resource group Popular or any other group. in ResourceGroupManager::openResource at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreResourceGroupManager.cpp (line 756)
18:40:41: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at C:/Coding/Ogre/sources/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1625)
18:40:41: Compiler error: invalid parameters in Examples.program(142): setting of constant failed
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masterfalcon
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Re: OpenGL 3+ RenderSystem
Looks like the resource paths weren't set up right. What in that part of the log? It should be adding a GLSL150 directory.
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TheSHEEEP
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Re: OpenGL 3+ RenderSystem
The following directories are added (well, more, of course, but those are the ones with "GLSL150" appearing):
18:40:41: Added resource location '../../media/../../Tests/MediaMedia/materials/programs/GLSL150' of type 'FileSystem' to resource group 'Popular'
18:40:41: Added resource location '../../media/../../Tests/MediaMedia/materials/programs/GLSL400' of type 'FileSystem' to resource group 'Popular'
18:40:41: Added resource location '../../media/../../Tests/MediaMedia/materials/programs/Cg' of type 'FileSystem' to resource group 'Popular'
18:40:41: Added resource location '../../media/../../Tests/MediaMedia/RTShaderLib/GLSL' of type 'FileSystem' to resource group 'Popular'
18:40:41: Added resource location '../../media/../../Tests/MediaMedia/RTShaderLib/GLSL150' of type 'FileSystem' to resource group 'Popular'
18:40:41: Added resource location '../../media/../../Tests/MediaMedia/RTShaderLib/Cg' of type 'FileSystem' to resource group 'Popular'
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masterfalcon
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Re: OpenGL 3+ RenderSystem
Ah, here's the problem.
Media is being added twice.
Code: Select all
Tests/MediaMedia/materials/-
TheSHEEEP
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Re: OpenGL 3+ RenderSystem
Wtf?
Okay, I'll have look, maybe I can find the cause.
Actually the whole path looks screwed:
Edit: Found the cause.
The SampleContext.h tried to do this:
I added the following line:
Now it works. Stupid capital letters 
Fix is also committed.
Okay, I'll have look, maybe I can find the cause.
Actually the whole path looks screwed:
... doesn't make too much sense. The whole "media/../../Tests/Media/" should be omitted.'../../media/../../Tests/Media/materials/programs/GLSL150'
Edit: Found the cause.
The SampleContext.h tried to do this:
Code: Select all
arch = Ogre::StringUtil::replaceAll(arch, "Media/../../Tests/Media", ""); Code: Select all
arch = Ogre::StringUtil::replaceAll(arch, "media/../../Tests/Media", ""); Fix is also committed.
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Klaim
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Re: OpenGL 3+ RenderSystem
I tried revision dc9aa6c2ebb6 but I got some crashes with some of the samples (Windows 7 64Bit, OGL3.3 capability max).
I'd like to make a report with logs of the crashes, however I don't have any log file generated, both in debug and release modes.
I thought it was generated by default (I intercept them in my game), am I missing something?
I'd like to make a report with logs of the crashes, however I don't have any log file generated, both in debug and release modes.
I thought it was generated by default (I intercept them in my game), am I missing something?
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TheSHEEEP
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Re: OpenGL 3+ RenderSystem
The logfile is under "C:\Users\username\Documents\Ogre" when running the SampleBrowser. This is also where the config is stored.
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Klaim
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Re: OpenGL 3+ RenderSystem
Thanks, my Documents folder isn't located on this disk so when I first searched there I didn't find it. I'll make the report now.
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Klaim
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Re: OpenGL 3+ RenderSystem
Ok, I'm not totally sure this will help but I tried to test this renderer, last revision, by simply running the samples and the visual tests.
There are problems, but I guess you'll easily spot them.
I got logs, but they are a bit big so I packed them in a zip I'll put on my server.
I think most of them are not useful but I did log each time I got a crash or strange graphic behaviour.
I just hope it will help as it takes a lot of time to check these samples.
----
Summary of what I discovered I did:
- not sure if some of the problems are related to lack of capacities of my GC;
- most problems are related to shaders;
- the sample unloading crashes if not done while exiting the sample browser;
- if there is a cache.bin file, launching the samplebrowser.exe will crash;
- some samples works but display wrong textures;
- some samples works but display anormal geometry or effects;
- visual tests crashes on first generation;
- I don't know why but I can't take normal screenshots (note that I just tried with DX11 and it got the same problem);
----
I guess that's all I can do for now. Tell me if you need more info, like videos.
There are problems, but I guess you'll easily spot them.
I got logs, but they are a bit big so I packed them in a zip I'll put on my server.
I think most of them are not useful but I did log each time I got a crash or strange graphic behaviour.
I just hope it will help as it takes a lot of time to check these samples.
----
Summary of what I discovered I did:
- not sure if some of the problems are related to lack of capacities of my GC;
- most problems are related to shaders;
- the sample unloading crashes if not done while exiting the sample browser;
- if there is a cache.bin file, launching the samplebrowser.exe will crash;
- some samples works but display wrong textures;
- some samples works but display anormal geometry or effects;
- visual tests crashes on first generation;
- I don't know why but I can't take normal screenshots (note that I just tried with DX11 and it got the same problem);
----
This is a bit raw, but I didn't want you to loose some info.
Ogre 1.9 test in Release 32bit.
Windows 7 64Bit
The graphic card driver is up to date and it seems
I'm allowed to use until OGL3.3.
However I think maybe some of the following issues arise by
lack of features available on my GC? You tell me.
BSP:
Crash on loading at "building patches" step;
(log1)
Bezier Patch:
apparently OK;
Bump Maping:
First, it crashed immediately on clicking "Start Sample",
then from this point the SampleBrowser.exe would crash on each execution.
I removed the log file and the cache.bin and it fixed this last problem.
Then I tried again to launch directly Bump Mapping sample and it worked.
After that I clicked on "Stop Sample" and it crashed.
I tried the same with Bezier Patch and it crashed too.
So I'm guessing there is something wrong with unloading samples,
and as it wasn't doing it for OGL I thin it might be related to caching?
So this sample is OK but not unloading. (log2 is for the case I unload this)
From this point I'll exit the SampleBrowser between each sample.
Camera Tracking:
looks good;
however, once I quit the Sample Browser, it crashes on startup. (log3)
I again have to remove the cache.bin file to make it work.
I will do this between each sample, in addition to exiting SampleBrowser.
I will still check that it crashes after I try a sample and relaunch
, just in case it's not systematic, and note it if it is not.
Notice that there is only a crash running SampleBrowser.exe on stoping a sample,
or at launching the application with the cache.bin file already there,
not on exiting the application.
Cel Shading:
looks good (it would be better with bolder borders BTW);
Character:
looks very good!
Compositor:
I got an error in the GUI:
"Zero sized texture surface on texture morning.jpg face 0 mipmap 0.
The GL driver probably refused to create the texture.
Source: GL3PlusTexture::_createSurfaceList"
I clicked Ok, then tried to re-launch the sample which got me another GUI error:
"Compositor logic 'GaussianBlur' already exists.
Source: CompositorManager::registerCompositorLogic"
I'm a bit surprised the error can't be ignored but as it seems that the
application is in an unstable state, I quit (remove cache.bin becvause otherwise it crashes) and relaunch it.
(log4)
Cube Mapping:
Same error than the first I got with Compositor, even if I tried to launch
this sample twice.
Deffered Shading:
Works but there is a visual bug which appear either the camera
is getting into geometry, or you're looking at some angles opposite to looking at the statue, to the upper part of the corridor.
I took a screenshot, but when I put it in photoshop I got a black screen.
Is it normal that I can't take screenshot of the full screen using default
keyboard keys? I mean I got two physical screens, so I got a screenshot with half of the desktop and a black area for the screen displaying the sample browser.
I'll try to describe the buggy screen: it's a black screeen but one part of triangular shape which base is on the right side of the screen and the top is around the middle of the screen.
I can make a fake scren or use Fraps to make a video if you want.
Dual Quaternion Skinning:
Crashes on Start Sample.(log 5)
Dynamic Texturing:
That was cute! And looks good.
Endless World:
I have a black screen, with GUI displayed,
and a "Build Terrain" message apearing each second for something
like one frame. It stopped after a few seconds.
So it don't work. (log 6)
Facial Animation:
At the beginnning of the animation, the eyebrows are flickering, close to the end they stop
and the lips are flickering.
Again I can make a video if necessary.
Is it normal that the eyeballs are totally white?
It seems that the flickering is because of the generated animations:
if I switch in manual animation and just increase "A" slowly, I can see
several wrong lips placements, with the left half being lower than the right one,
getting more and more wrong the closer I get to value 1.
This sample is totally brocken for me. (log 7)
Fresnel:
Seems fine.
Geometry Shader Particle System:
I got a black screen (with GUI ok),
the Ogre head is visible only by it's red eyes and it's looking at me...scary!
It's earplug is visible too because of a texture that looks totally broken.
No particle.
This sample is broken for me, not sure if it's because of lack of capabilities.
(log 8)
Grass:
There is a graphical problem, but it's hard to describe without a screenshot.
Basically it looks like all the grass quads uv are reversed, making the lower
part of the Ogre head cut in transparent patches.
(log 9)
Instancing:
The object count don't correspond to what I see.
For example, I set the count to 270 but I see only 4 razors vertically aligned.
Maybe they are all grouped horizontally at the same position?
However I changed to knot and see nothing at all (other than the ground)
It also freezes when setting a number in the object count with knot.
Then I switched to tudor house and it crashed.
(log 10)
(note: this one didn't generate a cache.bin)
Isosurf:
Black screen with GUI, but no crash.
I guess my GC don't like geometry shaders.
(log 11)
Lighting:
Looks fine.
LOD:
First, the sinbad mesh looks good.
However, if I select "Show wireframe" I got something totally messy.
Basically hands are merged, from right to left. It's really strange.
Removing wireframe shows me the model correctly.
The lod feature seems to work like a charm.
All meshes seems to work.
Beware, the ninja's foot are at the center of the screen.
(in doubt: log 12)
New Instancing:
This one works perfectly!
I played with it without a problem but one: if I set dual quaternion skinning 2wg
I get a strange black with some blue pixels on borders cylinder that looks like an helice.
Otherwise this works well.
Ocean:
I got a gui error:
"""
Menu "MaterialSelectMenu" contains no item at position0.
Source:SelectMenu::selectItem
"""
Particle Effects:
They all seem to work.
PlayPen Camera:
I see a torus, I click "Look At", it crashes. (log 13)
I'll pass the PlayPen samples to get to the other ones.
Tell me if you would like me to test some PlayPen.
SSAO TEchniques:
A message says that it's not available for this renderer.
Shader System:
Got the same error than the first Compositor error.
Shader System - Textured Fog:
Got an exception crash. (log 14)
It is actually the same error again than Compositor,
but it is not catch apparently.
Shader System - Multiple Lights
This runs but there are graphic bug in the light emitted on the ground surface.
It's fine on Sinbad's head however.
The bug is stripes of shadows appearing in on the surface of the ground,
moving with the light and appearing or not depending on the camera position too.
Each line makes totally different stripes.
(log 15)
Shadows:
At the beginning (stencil/additive), I see the statue but
- it's blended with the background texture, say half alpha;
- the ground+columns model is all black;
- the blending between the statue and the ground+column is all wrong, it's red
with a gradient to yellow the upper you go, turning to green for statues own shadow.
I turned to texture, it made the columns visible but not the ground.
I turned back to stencil, then to shadow and it crashed. (log 16)
I try again, switched from stencil to texture, then material to depth shadowmap
and it crashed again (log 17)
I'm stopping with this sample, it seems broken here.
Skeletal Animation:
Seems fine.
Is it normal that it says "Skinning: Software" and it seems I can't change it?
Sky Box:
Ugly but works. You might consider changing the texture to something more appealing...
Sky Dome:
Works!
Sky Plane:
Seems to works, the dragon is nice, you should use it in the two previous samples.
Was not animated.
Smoke:
Made me laugh! Seems to work nicely.
Sphere Mapping:
Works nicely.
Terrain:
I get one frame with a house and no terrain but blackness, then it crashes (log 18)
Tesselation:
A message says that my graphic card don't support teslation shaders.
I know! Nice that it tells me.
Texture Array:
Again same error than Compositor.
Texture Effects:
Cute and working.
Transparency:
Seems to work correctly.
Volume CSG amd RTSS triplanar texturing:
What I'm seeing is very perturbing: a black screen (still see upper left FPS)
something moving in circle, but can't understand what it is, looks like
collapsed triangles, all textured in greys.
When I try to move the camera it seems it move one frame then get re-centered.
(log 19)
Volume Terrain:
The texture of the terrain is all pitch black. (log 20)
Volume Texture:
Seems to work.
Is it normal that there are white quads flying like poker cards in the mist?
Water:
Same problem as Compositor.
----
Now I'm trying the visual tests.
I did "TestContext.exe -r -d" and after choosing the renderer, I got a crash.
See the ogretests.log.
I guess that's all I can do for now. Tell me if you need more info, like videos.
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masterfalcon
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Re: OpenGL 3+ RenderSystem
Thanks for the report. I'll save it here for when I have a chance to take a look at the samples again. I know that more of them are working for me, but it could be the changes that I have locally.
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masterfalcon
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Re: OpenGL 3+ RenderSystem
Would you be able to try testing again with this code commented out in OgreGL3PlusRendersystem.cpp? I haven't had a system to test it on so consequently the stability of that code path is unknown.
Code: Select all
if (mGLSupport->checkExtension("GL_ARB_get_program_binary") || gl3wIsSupported(4, 1))
{
rsc->setCapability(RSC_CAN_GET_COMPILED_SHADER_BUFFER);
}
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Klaim
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Re: OpenGL 3+ RenderSystem
It fixed the sample unloading problem.
Apparently there is no cache.bin generated so no problem for restarting the sample browser.
It didn't fix the rest.
Do you think GL_ARB_get_program_binary detection is wrong? Or maybe it should be a && instead of || ?
Apparently there is no cache.bin generated so no problem for restarting the sample browser.
It didn't fix the rest.
Do you think GL_ARB_get_program_binary detection is wrong? Or maybe it should be a && instead of || ?
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bvanevery
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Re: OpenGL 3+ RenderSystem
Is anyone successfully running any Ogre samples using the GL3+ rendering system? I'm building with the latest unstable sources. I've got lots of failures on Ubuntu 12.10. Everything builds and installs fine but when I run SampleBrowser it tries and barfs. I'll spare you the details from the moment as I'm putting together a Windows build to see if it's a Linux issue or not. I'm getting the impression from this thread that the stuff simply doesn't work for anyone. Am I wrong? Someone actually have it working?
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migizi
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Re: OpenGL 3+ RenderSystem
It's failing for me as well. I've tried the default trunk and 1.9, both crash as soon as I start it up. I'm running Gentoo on 3 different systems each with a different vendor graphics cards, Intel, Nvidia, and AMD.bvanevery wrote:Is anyone successfully running any Ogre samples using the GL3+ rendering system? I'm building with the latest unstable sources. I've got lots of failures on Ubuntu 12.10. Everything builds and installs fine but when I run SampleBrowser it tries and barfs. I'll spare you the details from the moment as I'm putting together a Windows build to see if it's a Linux issue or not. I'm getting the impression from this thread that the stuff simply doesn't work for anyone. Am I wrong? Someone actually have it working?
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masterfalcon
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Re: OpenGL 3+ RenderSystem
I've been primarily developing on OS X. As a consequence, some of the features > GL 3.2 and Linux functionality have not gotten as much love. I just noticed some pretty bad texture corruption on my linux machine. I'll look into fixing this stuff up.
As for the crashes, sparing the details won't help it get fixed. I don't have a crash on startup on my end. But again, some of the more advanced functionality has not been as thoroughly tested which could be causing the crashes.
As for the crashes, sparing the details won't help it get fixed. I don't have a crash on startup on my end. But again, some of the more advanced functionality has not been as thoroughly tested which could be causing the crashes.
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Klaim
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Re: OpenGL 3+ RenderSystem
Maybe you missed the full report I gave just few messages before? http://www.ogre3d.org/forums/viewtopic. ... ad#p484416bvanevery wrote:Is anyone successfully running any Ogre samples using the GL3+ rendering system? I'm building with the latest unstable sources. I've got lots of failures on Ubuntu 12.10. Everything builds and installs fine but when I run SampleBrowser it tries and barfs. I'll spare you the details from the moment as I'm putting together a Windows build to see if it's a Linux issue or not. I'm getting the impression from this thread that the stuff simply doesn't work for anyone. Am I wrong? Someone actually have it working?
Basically most samples work, but a lot don't yet.
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ppd
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Re: OpenGL 3+ RenderSystem
Debian Linux Sid, AMD 7770, fglrx 1:13.1-2 (i.e. current propriatary from AMD), current ogre 1.9 from mercurial.
SampleBrowser segfaults during initialisation, after successfully loading fonts and starting loading materials/programs.
In the past GL3+ plugin sometimes started, and in some samples geometry part worked, but textures was whatever garbage filled memory at the moment.
SampleBrowser segfaults during initialisation, after successfully loading fonts and starting loading materials/programs.
In the past GL3+ plugin sometimes started, and in some samples geometry part worked, but textures was whatever garbage filled memory at the moment.
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bvanevery
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Re: OpenGL 3+ RenderSystem
Ok it dies on Windows Vista as well. The log says:
The DX11 renderer didn't work either. Complains about not being able to convert Cg stuff. Only DX9 works. Hmm my CMake configuration has Cg_LIBRARY_DBG-NOTFOUND and this is a debug build. Maybe having Cg would help. Back to the build drill.
I'm not seeing any obvious way to test a single sample, independent of the non-functional Sample Browser for GL3+ / DX11. Am I missing anything?
Piles of other FFPLib_*.glsl errors as well. I think this means that the fixed function pipeline emulation stuff does not work for GL3+. I'm guessing all samples depend on fixed function pipeline emulation being available? At any rate, the Sample Browser doesn't load anything that works. It just displays a black screen with an arrow cursor. Hitting ESC terminates it gracefully.16:59:56: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource FFPLib_Transform.glsl in resource group General or any other group. in ResourceGroupManager::openResource at ..\..\..\ogre\OgreMain\src\OgreResourceGroupManager.cpp (line 756)
16:59:56: High-level program FFPLib_Transform_VS encountered an error during loading and is thus not supported.
16:59:57: GLSL compile log: FFPLib_Transform_VS
(0) : error C0000: syntax error, unexpected $end at token "<EOF>"
16:59:57: OGRE EXCEPTION(3:RenderingAPIException): Vertex Program FFPLib_Transform_VS failed to compile. See compile log above for details. in GLSLProgram::compile at ..\..\..\..\ogre\RenderSystems\GL3Plus\src\GLSL\src\OgreGLSLProgram.cpp (line 257)
The DX11 renderer didn't work either. Complains about not being able to convert Cg stuff. Only DX9 works. Hmm my CMake configuration has Cg_LIBRARY_DBG-NOTFOUND and this is a debug build. Maybe having Cg would help. Back to the build drill.
I'm not seeing any obvious way to test a single sample, independent of the non-functional Sample Browser for GL3+ / DX11. Am I missing anything?
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masterfalcon
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Re: OpenGL 3+ RenderSystem
Sounds like the resource paths are incorrect which is why it's not finding the RTSS shader library files.
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Transporter
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Re: OpenGL 3+ RenderSystem
OpenGL 3+ RenderSystem changeset 4437:fa49bdf5e484 (Sun Mar 03 02:26:51 2013 -0600)
- CPU ID: GenuineIntel: Intel(R) Core(TM) i5 CPU 650 @ 3.20GHz
- Graphic card: ATI Radeon HD 5570
- SSE: yes
- SSE2: yes
- SSE3: yes
- MMX: yes
- MMXEXT: yes
- 3DNOW: no
- 3DNOWEXT: no
- CMOV: yes
- TSC: yes
- FPU: yes
- PRO: yes
- HT: no
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TheSHEEEP
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Re: OpenGL 3+ RenderSystem
We're aiming for a new, minimalistic style. Hope you like it 
Hmm, there are some errors in the log (and a lot of warnings when compiling shaders), but I don't know if any of those would explain the funny output.
Hmm, there are some errors in the log (and a lot of warnings when compiling shaders), but I don't know if any of those would explain the funny output.
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Transporter
- Minaton
- Posts: 933
- Joined: Mon Mar 05, 2012 11:37 am
- Location: Germany
- x 110
Re: OpenGL 3+ RenderSystem
OpenGL 3+ RenderSystem changeset 4437:fa49bdf5e484 (Sun Mar 03 02:26:51 2013 -0600)
- CPU ID: GenuineIntel: Intel(R) Core(TM) i7-2820QM CPU @ 2.30GHz
- Graphic card: nVidia Quadro 2000M
- SSE: yes
- SSE2: yes
- SSE3: yes
- MMX: yes
- MMXEXT: yes
- 3DNOW: no
- 3DNOWEXT: no
- CMOV: yes
- TSC: yes
- FPU: yes
- PRO: yes
- HT: no
- BSP
Crash without message - Bezier Patch
OK - Bump Mapping
Ok - Camera Tracking
Ok - Cell-shading
Ok - Character
Ok - Compositor
HDR, Motion Blur and Heat Visioning are not working! Debug RTT is also not working and sometimes crashing the application. - Cube Mapping
Ok - Deferred Shading
Partly working
Ambient Occlusion freezes scene. - Character
Ok - Dual Quaternion Skinning
Crash without message - Dynamic Texturing
Ok - Endless World
Partly working
The scene is dark, the skydome is missing. Only a small part around the camera is visible because of a light. But terrain generation is working. - Facial Animation
Partly working
The mesh is displayed but eyebrows and lips are flickering. - Fresnel
Ok - Geometry Shader Particle System
Black screen - Grass
Partly working
There are a few grass leaves but it doesn't look like the DX9 version. - Instancing
Not working and crashing
The normal Instancing only displays two planes. Static Geometry and Independent Entities are working and displaying 160 objects. A combination of shadows and post effect is crashing the application. - Isosurf
Black screen - Lightning
Ok - Mesh Lod
Ok - New Instancing
Ok - Ocean
Ok - Particle Effects
Ok - SSAO Techniques
This demo only supports OpenGL and DirectX9. Sorry! - Shader System
Partly working- Cg is not supported!
- The sphere above the main sphere is pure white (in DX there is a texture on it)
- Instanced Viewports crashed the application
- Shader System - Textured Fog
Partly working
I have to disable and enable again the sky box to get the sample working. The start scene contains a white background behind black ogre heads. - Shader System - Multi Lightning
Partly working
The lightning effect on the ground looks strange. It looks like a big changing black grid. - Shadows
No shadows and crash
There are no shadows at this sample. The athene is half transparent. Switching from Stencil Modulative to Texture Modulative is crashing the app. - Skeletal Aimation
Ok
Skinning: Software - Sky Box
Ok - Sky Dome
Ok - Sky Plane
Ok - Smoke
Ok - Sphere Mapping
Ok - Terrain
Partly working
The sky dome is missing and Depth Shadows are not working on the ground. - Tesselation
Black screen - Texture Array
Ok - Texture Effects
Ok - Transparency
Ok - Volume CSG and RTSS triplanar texturing
Not working!
Only a small part is rotating in space. - Volume Terrain
Partly working
Terrain generation and placing white balls is working. But lightning is not working. - Volume Textures
Ok - Water
Partly working
Examples/Water3 is not working correct. the water is flickering.
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Klaim
- Old One
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- Location: Paris, France
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Re: OpenGL 3+ RenderSystem
Is it on Windows?
Cool to see it's not only me. That's globally the same report I did.
Cool to see it's not only me. That's globally the same report I did.
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Transporter
- Minaton
- Posts: 933
- Joined: Mon Mar 05, 2012 11:37 am
- Location: Germany
- x 110
Re: OpenGL 3+ RenderSystem
Yes, you're not aloneKlaim wrote:Is it on Windows?
Cool to see it's not only me. That's globally the same report I did.