Hi!

Maybe it should be tested on a 64bit system first?

Another observation/problem possibly concerning Angle in general:

Yesterday I compiled this branch on my Atom 450 netbook
(Win7starter/32bit; MSVC2012/Angle; takes ages...). It compiled flawlessly
and seemed to work (started), but the shader programs were then rejected
as being too long for Angle, which came with startup message declaring
support for vertexshader/pixelshader 2.0 only (which is what Atom
N450/GMA3150 can do natively).

I cannot find any info on how to programmatically check shader level
support from the GPU: is Angle limited to pixelshader2, vertexshader2 and
the shaders fail on every Angle system, or would it compile vs_3, ps_3 if
the graphics card supports this, i.e., does the startup message on a
capable system mention vs_3/ps_3 support?

Going for Angle was the hope to support simpler/older hardware (say, 2006
and later, designed for Vista/Win7), so if there would be a way to support
vs_2+ps_2 hardware like Atom or older Radeon or Intel GMA by utilizing
simpler shader programs (sacrificing e.g. ring shadows, normal maps,
etc.?) after some tests, there would be less users having to use
super-slow MESA. (But I'm happy at least MESA is a stable fallback...)

Kind regards,
Georg

On So, 27.07.2014, 09:21, Alexander Wolf wrote:
> Hi!
>
> 2014-07-26 13:06 GMT+07:00 Guillaume Chereau
> <[email protected]>:
>
>> > I tested it on Windows 7 (32-bit) with MSVC - it works! But (!) this
>> code
>> > has troubles in convertToSpectralType method (on linux too).
>>
>> Ah yes, I commited a fix.  Thanks for testing.
>>
>
> Is it ready to merge?
>
> --
> With best regards, Alexander
>


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