Hydrax 0.5.2 - unofficial release [GLSL support]

Xavyiy

16-05-2010 23:29:30

Hi all, some little news for Linux developers.

First of all, thanks to Jose Luis Cercos for adding the GLSL shaders to Hydrax material manager and build the linux package, this will save me some work for the next Hydrax version, which will come along this summer with some sweet enhances =)

Well, the - unofficial - (not bug-fixes or anything like that, just the GLSL support) Hydrax lib package + demo can be downloaded from:
http://modclub.rigsofrods.com/xavi/libhydrax_0.5.2-Ubuntu2.tar.gz
http://modclub.rigsofrods.com/xavi/hydrax-demo_0.5.2.orig.tar.gz

For Ubuntu users:
repositories:
https://launchpad.net/~sonsilentsea-team/+archive/sonsilentseaand
sudo apt-get install libhydrax-dev hydrax-demo
This should install Hydrax and the demo in your computer, but in order to execute the demo you should copy /usr/share/Hydrax/Demo1 to your home folder.

Windows users can just replace MaterialManager.cpp and GodRaysManager.cpp and recompile Hydrax, that should be enough for add GLSL support to current official 0.5.1 version.

Note: Future SkyX and Hydrax official versions will support HLSL, CG and GLSL out-of-the-box.

P.D.: If you are an Ubuntu user and you want, you can check out the SonSilentSea simulator, the current Jose Luis's project, by just:
sudo apt-get install sonsilentsea
&
SonSilentSea
;)

Xavier

alphasnd

10-06-2010 16:12:05

Hello !

I'm trying to get running the GLSL support on Windows, but after updating Hydrax and launching it, i got this error:

17:33:44: [Hydrax] Creating water material...
17:33:44: GLSL compiled : _Hydrax_Water_VPVertex shader was successfully compiled to run on hardware.

17:33:44: Cannot compile GLSL high-level shader : _Hydrax_Water_FP Fragment shader failed to compile with the following errors:
ERROR: 0:42: error(#202) No matching overloaded function found texture2D
ERROR: error(#273) 1 compilation errors. No code generated


Hydrax runs correctly when i switch the shader mode to HLSL. Any clues ? Thanks !

SanguinarioJoe

14-06-2010 09:56:06

Hi!

I'm the GLSL coder (Jose Luis Cercos)...

texture2D is a native method of GLSL, so this error appears be caused by selected plugins (is trying Ogre to compile it as HLSL maybe?). Are you using OpenGL? With HLSL combination?

Paste your Plugins.cfg, and the full log, here please...

Sorry for my English!

alphasnd

14-06-2010 14:41:39

Here we go:

17:33:35: Creating resource group General
17:33:35: Creating resource group Internal
17:33:35: Creating resource group Autodetect
17:33:35: SceneManagerFactory for type 'DefaultSceneManager' registered.
17:33:35: Registering ResourceManager for type Material
17:33:35: Registering ResourceManager for type Mesh
17:33:35: Registering ResourceManager for type Skeleton
17:33:35: MovableObjectFactory for type 'ParticleSystem' registered.
17:33:35: OverlayElementFactory for type Panel registered.
17:33:35: OverlayElementFactory for type BorderPanel registered.
17:33:35: OverlayElementFactory for type TextArea registered.
17:33:35: Registering ResourceManager for type Font
17:33:35: ArchiveFactory for archive type FileSystem registered.
17:33:35: ArchiveFactory for archive type Zip registered.
17:33:35: DDS codec registering
17:33:35: FreeImage version: 3.10.0
17:33:35: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:33:35: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,koa,iff,lbm,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,dds,gif,g3,sgi,j2k,j2c,jp2
17:33:35: PVRTC codec registering
17:33:35: Registering ResourceManager for type HighLevelGpuProgram
17:33:35: Registering ResourceManager for type Compositor
17:33:35: MovableObjectFactory for type 'Entity' registered.
17:33:35: MovableObjectFactory for type 'Light' registered.
17:33:35: MovableObjectFactory for type 'BillboardSet' registered.
17:33:35: MovableObjectFactory for type 'ManualObject' registered.
17:33:35: MovableObjectFactory for type 'BillboardChain' registered.
17:33:35: MovableObjectFactory for type 'RibbonTrail' registered.
17:33:35: OGRE EXCEPTION(6:FileNotFoundException): 'plugins.cfg' file not found! in ConfigFile::load at OgreConfigFile.cpp (line 83)
17:33:35: plugins.cfg not found, automatic plugin loading disabled.
17:33:35: *-*-* OGRE Initialising
17:33:35: *-*-* Version 1.7.0 (Cthugha)
17:33:35: D3D9 : Direct3D9 Rendering Subsystem created.
17:33:35: D3D9: Driver Detection Starts
17:33:35: D3D9: Driver Detection Ends
17:33:35: OpenGL Rendering Subsystem created.
17:33:35: Particle Emitter Type 'Point' registered
17:33:35: Particle Emitter Type 'Box' registered
17:33:35: Particle Emitter Type 'Ellipsoid' registered
17:33:35: Particle Emitter Type 'Cylinder' registered
17:33:35: Particle Emitter Type 'Ring' registered
17:33:35: Particle Emitter Type 'HollowEllipsoid' registered
17:33:35: Particle Affector Type 'LinearForce' registered
17:33:35: Particle Affector Type 'ColourFader' registered
17:33:35: Particle Affector Type 'ColourFader2' registered
17:33:35: Particle Affector Type 'ColourImage' registered
17:33:35: Particle Affector Type 'ColourInterpolator' registered
17:33:35: Particle Affector Type 'Scaler' registered
17:33:35: Particle Affector Type 'Rotator' registered
17:33:35: Particle Affector Type 'DirectionRandomiser' registered
17:33:35: Particle Affector Type 'DeflectorPlane' registered
17:33:35: CPU Identifier & Features
17:33:35: -------------------------
17:33:35: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7 CPU 860 @ 2.80GHz
17:33:35: * SSE: yes
17:33:35: * SSE2: yes
17:33:35: * SSE3: yes
17:33:35: * MMX: yes
17:33:35: * MMXEXT: yes
17:33:35: * 3DNOW: no
17:33:35: * 3DNOWEXT: no
17:33:35: * CMOV: yes
17:33:35: * TSC: yes
17:33:35: * FPU: yes
17:33:35: * PRO: yes
17:33:35: * HT: no
17:33:35: -------------------------
17:33:35: *** Starting Win32GL Subsystem ***
17:33:35: SceneManagerFactory for type 'OctreeSceneManager' registered.
17:33:35: SceneManagerFactory for type 'TerrainSceneManager' registered.
17:33:35: SceneManagerFactory for type 'BspSceneManager' registered.
17:33:35: Registering ResourceManager for type BspLevel
17:33:35: Added resource location './Data/' of type 'FileSystem' to resource group 'General'
17:33:35: Added resource location './Data/Skybox.zip' of type 'Zip' to resource group 'General'
17:33:35: Added resource location './Packs/SkyBoxes.zip' of type 'Zip' to resource group 'General'
17:33:35: Added resource location './Water/' of type 'FileSystem' to resource group 'General'
17:33:43: GLRenderSystem::_createRenderWindow "PureBasic Ogre", 512x384 windowed miscParams: FSAA=0 displayFrequency=0 externalWindowHandle=1903614 vsync=true
17:33:43: GL_VERSION = 4.0.9836 Compatibility Profile Context
17:33:43: GL_VENDOR = ATI Technologies Inc.
17:33:43: GL_RENDERER = ATI Radeon HD 5700 Series
17:33:43: GL_EXTENSIONS = GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_atomic_counters GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
17:33:43: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer
17:33:43: ***************************
17:33:43: *** GL Renderer Started ***
17:33:43: ***************************
17:33:43: Registering ResourceManager for type GpuProgram
17:33:43: GLSL support detected
17:33:43: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
17:33:43: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:43: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:43: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:43: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:43: FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:43: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:43: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
17:33:44: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
17:33:44: RenderSystem capabilities
17:33:44: -------------------------
17:33:44: RenderSystem Name: OpenGL Rendering Subsystem
17:33:44: GPU Vendor: ati
17:33:44: Device Name: ATI Radeon HD 5700 Series
17:33:44: Driver Version: 4.0.9836.0
17:33:44: * Fixed function pipeline: yes
17:33:44: * Hardware generation of mipmaps: yes
17:33:44: * Texture blending: yes
17:33:44: * Anisotropic texture filtering: yes
17:33:44: * Dot product texture operation: yes
17:33:44: * Cube mapping: yes
17:33:44: * Hardware stencil buffer: yes
17:33:44: - Stencil depth: 8
17:33:44: - Two sided stencil support: yes
17:33:44: - Wrap stencil values: yes
17:33:44: * Hardware vertex / index buffers: yes
17:33:44: * Vertex programs: yes
17:33:44: * Number of floating-point constants for vertex programs: 512
17:33:44: * Number of integer constants for vertex programs: 0
17:33:44: * Number of boolean constants for vertex programs: 0
17:33:44: * Fragment programs: yes
17:33:44: * Number of floating-point constants for fragment programs: 512
17:33:44: * Number of integer constants for fragment programs: 0
17:33:44: * Number of boolean constants for fragment programs: 0
17:33:44: * Geometry programs: yes
17:33:44: * Number of floating-point constants for geometry programs: 0
17:33:44: * Number of integer constants for geometry programs: 0
17:33:44: * Number of boolean constants for geometry programs: 0
17:33:44: * Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4 ps_1_1 ps_1_2 ps_1_3 ps_1_4
17:33:44: * Texture Compression: yes
17:33:44: - DXT: yes
17:33:44: - VTC: no
17:33:44: - PVRTC: no
17:33:44: * Scissor Rectangle: yes
17:33:44: * Hardware Occlusion Query: yes
17:33:44: * User clip planes: yes
17:33:44: * VET_UBYTE4 vertex element type: yes
17:33:44: * Infinite far plane projection: yes
17:33:44: * Hardware render-to-texture: yes
17:33:44: * Floating point textures: yes
17:33:44: * Non-power-of-two textures: yes
17:33:44: * Volume textures: yes
17:33:44: * Multiple Render Targets: 8
17:33:44: - With different bit depths: yes
17:33:44: * Point Sprites: yes
17:33:44: * Extended point parameters: yes
17:33:44: * Max Point Size: 8192
17:33:44: * Vertex texture fetch: yes
17:33:44: * Number of world matrices: 0
17:33:44: * Number of texture units: 16
17:33:44: * Stencil buffer depth: 8
17:33:44: * Number of vertex blend matrices: 0
17:33:44: - Max vertex textures: 16
17:33:44: - Vertex textures shared: yes
17:33:44: * Render to Vertex Buffer : no
17:33:44: * GL 1.5 without VBO workaround: no
17:33:44: * Frame Buffer objects: yes
17:33:44: * Frame Buffer objects (ARB extension): no
17:33:44: * Frame Buffer objects (ATI extension): no
17:33:44: * PBuffer support: no
17:33:44: * GL 1.5 without HW-occlusion workaround: no
17:33:44: Registering ResourceManager for type Texture
17:33:44: DefaultWorkQueue('Root') initialising on thread main.
17:33:44: Particle Renderer Type 'billboard' registered
17:33:44: Texture: Terrain_Texture.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
17:33:44: Texture: Terrain_Detail.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
17:33:44: TerrainSceneManager: Registered a new PageSource for type Heightmap
17:33:44: TerrainSceneManager: Activated PageSource Heightmap
17:33:44: [Hydrax] Hydrax created.
17:33:44: [Hydrax] Creating module...
17:33:44: [Hydrax] Creating ProjectedGridVertex module.
17:33:44: [Hydrax] ProjectedGridVertex created.
17:33:44: [Hydrax] Module created.
17:33:44: [Hydrax] Initializating RTT Manager...
17:33:44: [Hydrax] RTT manager initialized.
17:33:44: [Hydrax] Registring device restored listener...
17:33:44: [Hydrax] Device restored listener registred.
17:33:44: [Hydrax] Creating materials...
17:33:44: [Hydrax] Creating water material...
17:33:44: GLSL compiled : _Hydrax_Water_VPVertex shader was successfully compiled to run on hardware.

17:33:44: Cannot compile GLSL high-level shader : _Hydrax_Water_FP Fragment shader failed to compile with the following errors:
ERROR: 0:42: error(#202) No matching overloaded function found texture2D
ERROR: error(#273) 1 compilation errors. No code generated

17:33:44: OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : _Hydrax_Water_FP Cannot compile GLSL high-level shader : _Hydrax_Water_FP Fragment shader failed to compile with the following errors:
ERROR: 0:42: error(#202) No matching overloaded function found texture2D
ERROR: error(#273) 1 compilation errors. No code generated
in GLSLProgram::compile at GLSL/src/OgreGLSLExtSupport.cpp (line 65)
17:33:44: High-level program _Hydrax_Water_FP encountered an error during loading and is thus not supported.
OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : _Hydrax_Water_FP Cannot compile GLSL high-level shader : _Hydrax_Water_FP Fragment shader failed to compile with the following errors:
ERROR: 0:42: error(#202) No matching overloaded function found texture2D
ERROR: error(#273) 1 compilation errors. No code generated
in GLSLProgram::compile at GLSL/src/OgreGLSLExtSupport.cpp (line 65)
17:33:44: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1423)


I'm using opengl and i have changed the line:

hydrax->setShaderMode(Hydrax::MaterialManager::SM_HLSL);

into

hydrax->setShaderMode(Hydrax::MaterialManager::SM_GLSL);

Is there something else to do ? Thanks for your help !

SanguinarioJoe

15-06-2010 13:17:58

Ops! Look here:

17:33:35: OGRE EXCEPTION(6:FileNotFoundException): 'plugins.cfg' file not found! in ConfigFile::load at OgreConfigFile.cpp (line 83)
17:33:35: plugins.cfg not found, automatic plugin loading disabled.
17:33:35: *-*-* OGRE Initialising
17:33:35: *-*-* Version 1.7.0 (Cthugha)
17:33:35: D3D9 : Direct3D9 Rendering Subsystem created.
17:33:35: D3D9: Driver Detection Starts
17:33:35: D3D9: Driver Detection Ends
17:33:35: OpenGL Rendering Subsystem created.


OGRE could not load your plugins config file, then, i'm not sure OGRE understand that you want to compile all shaders as GLSL, and probably is trying to compile it as HLSL (where texture2D don't exist).

Or you don't have plugins config file, or the name is not right. Could you test it?

Waiting your reply!

alphasnd

15-06-2010 13:29:45

Actually we use a custom build of OGRE (statically linked) which doesn't use the plugin system, that's why you have this warning. As you can see from the log, it correctly initialise all the plugins and the engine runs correctly. We have other tests in GLSL which just run fine, so i don't believe than it's a GLSL compilation issue. May be my driver doesn't support a function or something similar ?

ronybeck

16-06-2010 09:45:59

First of all, thanks to Jose Luis Cercos for adding the GLSL shaders to Hydrax material manager and build the linux package, this will save me some work for the next Hydrax version, which will come along this summer with some sweet enhances =)

Nice work guys. I am really looking forward to seeing a SkyX and Hydrax official release that works on Linux with GLSL.

SanguinarioJoe

17-06-2010 07:40:52

alphasnd
Actually we use a custom build of OGRE (statically linked) which doesn't use the plugin system, that's why you have this warning. As you can see from the log, it correctly initialise all the plugins and the engine runs correctly. We have other tests in GLSL which just run fine, so i don't believe than it's a GLSL compilation issue. May be my driver doesn't support a function or something similar ?
Actually we use a custom build of OGRE (statically linked) which doesn't use the plugin system, that's why you have this warning. As you can see from the log, it correctly initialise all the plugins and the engine runs correctly. We have other tests in GLSL which just run fine, so i don't believe than it's a GLSL compilation issue. May be my driver doesn't support a function or something similar ?


Uhm, then is probably that the error returned by OGRE don't give all the info. The error could be a texture2D that receive non vec2 UV coordinates (overloaded texture2D, not undefined texture2D), i will seek it, OK?

ronybeck
Nice work guys. I am really looking forward to seeing a SkyX and Hydrax official release that works on Linux with GLSL.

Thanks!

SkilleR666

19-10-2010 20:50:14

Hi

With cg, there also a bug with underwater reflection.

2. UnderWaterMaterial's ScaleMat
When the viewpoint stays under water, the underwarter reflect shows wrong reflect direction, as Fig.3. I changed the ScaleMat in UnderWaterMaterial as :
ScaleMat = float4x4( 0.5, 0, 0, 0.5,
0, 0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);


http://binbinwelkin.blogspot.com/2009/0 ... rsion.html

Before :

After :