Tomoyon / makehuman

Automatically exported from code.google.com/p/makehuman
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r1511 - RuntimeError: No shader support detected #70

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. svn co http://makehuman.googlecode.com/svn/trunk
2. scons
3. ./makehuman

What is the expected output? What do you see instead?

No antialiasing available, turning off antialiasing.
Version 1.0.0
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "main.py", line 395, in <module>
    application = MHApplication()
  File "main.py", line 124, in __init__
    self.scene3d.selectedHuman = human.Human(self.scene3d, "data/3dobjs/base.obj")
  File "./apps/human.py", line 48, in __init__
    vertex_shader = mh.createVertexShader(open("data/shaders/glsl/phong_vertex_shader.txt").read())
RuntimeError: No shader support detected
Could not run main Python script

What version of the product are you using? On what operating system?

r1511. Kubuntu 10.10

Please provide any additional information below.

Hardware: ASUS Eee 1005HA

Original issue reported on code.google.com by haakon.e...@gmail.com on 17 Oct 2010 at 2:01

GoogleCodeExporter commented 9 years ago

Original comment by mflerack...@gmail.com on 17 Oct 2010 at 2:50

GoogleCodeExporter commented 9 years ago
Hi, so far as I can tell, shader is supported by hardware, but perhaps not 
supported by software?

http://www.intel.com/products/chipsets/gma950/index.htm

High Performance 3D     
    Up to 4 pixels per clock rendering
    Microsoft* DirectX* 9 Hardware Acceleration Features:
    Pixel Shader 2.0
    Volumetric Textures
    Shadow Maps
    Slope Scale Depth Bias
    Two-Sided Stencil
    Microsoft* DirectX* 9 Vertex Shader 3.0 and Transform and Lighting supported in software through highly optimized Processor Specific Geometry Pipeline (PSGP)
    Texture Decompression for DirectX* and OpenGL*
    OpenGL* 1.4 support plus ARB_vertex_buffer and EXT_shadow_funcs extensions and TexEnv shader caching

Original comment by haakon.e...@gmail.com on 17 Oct 2010 at 5:24

GoogleCodeExporter commented 9 years ago
Maybe you can download glew 
http://sourceforge.net/projects/glew/files/glew/1.5.6/glew-1.5.6-win32.zip/downl
oad and run the 2 programs in the bin folder, glewinfo.exe and visualinfo.exe, 
and attach the output. Then we know what glew sees and doesn't see.

Original comment by mflerack...@gmail.com on 18 Oct 2010 at 2:57

GoogleCodeExporter commented 9 years ago

Original comment by mflerack...@gmail.com on 18 Oct 2010 at 2:57

GoogleCodeExporter commented 9 years ago

Original comment by haakon.e...@gmail.com on 18 Oct 2010 at 7:39

Attachments:

GoogleCodeExporter commented 9 years ago
It's quite strange, it seems even some opengl version 3 and 4 is supported, yet 
it can't find shader support. I changed the test for pre-opengl 2.0, maybe it 
works now.

Original comment by mflerack...@gmail.com on 18 Oct 2010 at 8:07

GoogleCodeExporter commented 9 years ago
Now it works, kind of - a bit slow on my computer. The shading is quite golden. 
I've played around with it a bit, and I was thinking maybe a moveable light 
source might be better or a new addition for inspecting the mesh? Many times I 
want to see straight at a face after using the asymmetry functions, but the 
light is on the left side of the face. Now, if I could slide the light from 
left to right and up and down, this might help. Just a thought. 

Original comment by haakon.e...@gmail.com on 18 Oct 2010 at 9:13

Attachments:

GoogleCodeExporter commented 9 years ago
Actually the shader should look almost the same as without, just with per 
fragment lighting instead of per vertex :s

Original comment by mflerack...@gmail.com on 18 Oct 2010 at 9:27

GoogleCodeExporter commented 9 years ago
I made the shader optional in the settings view

Original comment by mflerack...@gmail.com on 20 Oct 2010 at 2:31

GoogleCodeExporter commented 9 years ago

Original comment by mflerack...@gmail.com on 20 Oct 2010 at 2:31