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Catalyst 10.12 Released for Linux
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Originally posted by Saner View PostMutter compatibility still borked, cant alt+tab out of full screen GL apps.
Pile of shite (as per usual)
But then I do forget what forum I'm reading here...
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Originally posted by mirv View PostLet me see if I can get this right...Mutter, still in development, not working with the drivers because you can't alt+tab out out of a full screen app. Does the app crash, or does alt+tab do nothing? In the latter case, the pile of "shite" is blaming that on the drivers. Otherwise, it could well be a mutter problem too.
But then I do forget what forum I'm reading here...
Sorry, I accept the mutter issue could be either side either a problem with fglrx or mutter, so I will take that back.
The full screen alt-tab issue has been floating about for ages, if you run glxgears -fullscreen you cant alt / tab out of it (and it applies to allt he gl apps I use)
I have tested this under gnome and kde, and there is a thread about it here - http://www.phoronix.com/forums/showthread.php?t=26645
I can accept I was out of line with the mutter issue as it could lie with mutter and not fglrx, but not being able to alt+tab out of things is pretty basic stuff.
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Originally posted by Saner View PostSorry, I accept the mutter issue could be either side either a problem with fglrx or mutter, so I will take that back.
The full screen alt-tab issue has been floating about for ages, if you run glxgears -fullscreen you cant alt / tab out of it (and it applies to allt he gl apps I use)
I have tested this under gnome and kde, and there is a thread about it here - http://www.phoronix.com/forums/showthread.php?t=26645
I can accept I was out of line with the mutter issue as it could lie with mutter and not fglrx, but not being able to alt+tab out of things is pretty basic stuff.
Maybe Wayland, if it ever becomes what it wants to become, or future X work can allow these issues to vanish.
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Originally posted by Dandel View PostI just gave this driver a try... The invisible models on Left 4 Dead, Left 4 Dead 2, and Alien Swarm still exist (all use the same segment of the video card). The problem is with the initialization variables most likely tho... Although, i can't properly give this information to amd/ati until they have an official bug report location (and not the unofficial one which has been down for over 2 weeks now).
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Originally posted by tball View PostI found a bug with the driver some days ago. You just can't use uniform floats within your fragment-shader with fglrx. If you use uniform floating points within a fragment shader, they will always be 0.0f. A workaround would be using uniform int instead and then typecast them to floats within the shader. But that is an ugly workaround. Especially if you need precision.
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