[Bf-committers] State of the affairs on Os X

Ben ben at half-dome.net
Tue Jan 17 01:14:37 CET 2006


I get the same error on windows, its related to the graphics hardware. 
That line is where it calls the fragment shader. Unless you have a card 
that supports opengl 2.0, the fragment shader isnt supported by the 
hardware, so the script will fail with that message

btw erwin, if possible it would be nice to have some kind of a failsafe 
in blender that wont try to call the fragment shader if it knows your 
hardware doesnt support it, and instead prints a meaningful error 
message or something


Jean-Luc Peurière wrote:
> After much tinkering (mostly useless, the solution was rather simpler 
> than expected) i finally managed to get a working build
> for OS X (posted in test build forum),
> but there is still quite some problems :
> - what works is make build with python 2.4, OpenAL works here
> - make build with python 2.3 fails at launch in lib_link_scriptlink 
> function (readfile.c), line 1241 in the newlibadr call
> -scons build succeed but the new ARB stuff and GLSL dont work (i may 
> know why, even if it is strange), openAL dont work
> In the working build, even if the GLSL stuff works (as far i can see) 
> it spew the following error at each iteration of the main loop :
> ValueError: GLSL Error
> Program failed
> Traceback (most recent call last):
>   File "ToonShader.py", line 123, in ?
>   File "ToonShader.py", line 115, in MainLoop
> it can crash on exit of GE.
> Same for Sebulba
> also, there is a lot of warnings for the GE, especially many about C++ 
> standard and forbidden cast
> All tests with gcc3.3
> will continue work to sort things.
> lukep
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