[Verse-dev] More problems with the Quelsolaar tools

Peter Lundén plu at tii.se
Mon Nov 6 20:17:31 CET 2006


I cant get Quelsolaar to work, it crashes if a try to render the IST
demo-model. First my machine almost freezes then it craches

Who is responsible that programs other than the audio stuff is behaving
well for the demo?


Here is the output of Quelsolaar:

Address  Name  Pass  Node
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers
GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra 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_Cg_shader GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_stencil_clear_tag GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query
GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
1STD Errors:

2STD Errors:

3STD Errors:

vec3 vector;
vec3 normal;
vec4 position;

void main()
{
        position = gl_ModelViewMatrix * gl_Vertex;
        vector = gl_LightSource[0].position.xyz - position.xyz;
        normal = normalize(gl_NormalMatrix * gl_Normal);
        if(dot(vector, normal) < 0.0)
        {
                vector = normalize(vector);
                gl_Position = gl_ProjectionMatrix * vec4((position.xyz -
vector * vec3(100.0, 100.0, 100.0)), 1.0);
        }else
                gl_Position = gl_ProjectionMatrix * vec4((position.xyz -
vector * vec3(0.0, 0.0, 0.0)), 1.0);
}

Shadow Errors:

void main()
{
        gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);
}

Shadow Errors:

create std texture
 Handling connection, stage 1
p_light_count == 2
p_light_count == 2
p_light_count == 2
p_light_count == 2
p_light_count == 2
p_light_count == 2
p_light_count == 2
p_light_count == 2
p_light_count == 2
Fatal signal: Segmentation Fault (SDL Parachute Deployed)


Regards,
--PLu





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