On Sa, 29.11.2014, 01:24, Reaves, Timothy wrote: > My hardware support OpenGL 5, and my driver supports 4.2.
Maybe your hardware could do it. Your driver announced itself as 2.1, not or 4.2. > I can get this > with no issue in Qt. That's immaterial though; the app doesn't ask for > it. So by not specifying what version it wants, it actually gets 2.1 & SL > 1.2. I understood in the meantime if the app does not ask for a specific version, it gets the highest available. Maybe requesting a particular version can be made in the move to Qt5.4 QOpenGLWidget etc classes. We never received bug reports for systems announcing themselves with providing OpenGL3/GLSL1.30 or higher (or with ANGLE, vs_3_0/ps_3_0), whereas ALL our reports came from systems only announcing themselves as supporting OpenGL2.1/GLSL1.20 (or on ANGLE: as being ps_2_0 instead of ps_3_0). Unfortunately, so far, we had no Mac reports. > And then the code complains, and offers to continue. Not good. It complains because only systems announcing GLSL1.20 showed problems. Some crashed, one has a minor issue in Night mode, therefore I consider "continue after warning" the best solution. > And the driver is not user upgradable. Nor in this specific case does > that matter. It does. Declaring OpenGL 2.1/GLSL 1.20 as highest feature level usually announces trouble. > I agree that most of the GL bugs are either in the drivers, or in Qt. But > that's not the case here. It's clearly in the code you committed & Alex > merged. And I know what is going on, and to a limited extent why. I'm > just not sure what to do about it. In the case, according to Qt, on a Mac > you either get OpenGL 4.1 which means GLSL 4.1, or you get 2.1 with GLSL > 1.2. So if your code is needed, as is not to be rolled back, then the > shaders will need to be upgraded to be compatable with GLSL 4.1. I have also tried to add #version lines. One problem is the necessity to run in Desktop OpenGL and OpenGL ES2, this could be circumvented with either prepending lines depending on ES-ness, or by having separate shader files. Without a #version line, the shaders are compiled (at least on NVidia drivers V340, but also found a note on this after long searches elsewhere) as GLSL1.10 or GLSL ES1.00, and the shader compilers accept this. If I add a GLSL1.30 line, shader compiler fails with deprecated syntax. So, although shader syntax is GLSL1.10 (and maybe, without having found confirmation, this is identical to GLSL ES 1.00), it only works nicely on systems declaring themselves to support GLSL1.30 or better. It is a matter of GPU registers, instruction count or whatever, I don't know a program that compiles GLSL1.10 and warns "line 38 will not run on a GLSL1.20 only system" or so. > That's > what I don't know how to do. I have a tracking branch where I am > attempting to make it work. It seems that the manor in which the > variables > are handled differs greatly. Feel free to have a look at it. > > But it really does seem to be as simple as upgrade the shades, or revert > the changes. If I'm missing any other options, please, point them out. > Oh, yes, a third option would be to drop Mac support. Does the current trunk version, i.e. showing a warning panel ONCE which you can ignore, run on your Mac with the driver as you sent yesterday announcing OpenGL2.1/GLSL1.20? If this runs on a Mac, this is valuable information, and yet another test (or exclusion of the test if compiled on a Mac) will prevent you from seeing the warning panel. I have no Mac to try this. Such a configuration is however always missing something on Win and various *nices. G. ------------------------------------------------------------------------------ Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server from Actuate! Instantly Supercharge Your Business Reports and Dashboards with Interactivity, Sharing, Native Excel Exports, App Integration & more Get technology previously reserved for billion-dollar corporations, FREE http://pubads.g.doubleclick.net/gampad/clk?id=157005751&iu=/4140/ostg.clktrk _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel