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Original comment by mflerack...@gmail.com
on 17 Oct 2010 at 2:50
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
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
Original comment by mflerack...@gmail.com
on 18 Oct 2010 at 2:57
Original comment by haakon.e...@gmail.com
on 18 Oct 2010 at 7:39
Attachments:
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
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:
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
I made the shader optional in the settings view
Original comment by mflerack...@gmail.com
on 20 Oct 2010 at 2:31
Original comment by mflerack...@gmail.com
on 20 Oct 2010 at 2:31
Original issue reported on code.google.com by
haakon.e...@gmail.com
on 17 Oct 2010 at 2:01