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.


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