@bridgman
Who from ATI is responsible for the Unigine Heaven delay? I see no reason why one hardware vendor should force a software vendor not to release any kind of software. It does not matter if the driver still has bugs or not.
Announcement
Collapse
No announcement yet.
Catalyst 10.1 Still Trash In Heaven, But Good News
Collapse
X
-
Originally posted by Joe Sixpack View PostI've actually read something similar to this in the past. I've heard certain ATI issues with wine or xorg stemming from Nvidia actually providing more functionality than required by spec. This situation has come up dozens of times. Can you comment on it?
Leave a comment:
-
Originally posted by bridgman View PostI don't think this is an OpenGL 3.x issue, it's about retrofitting the newest tesselation hardware support (which is *not* part of any OpenGL spec today) into an existing OpenGL 3.2 driver via extensions.
Leave a comment:
-
Originally posted by Kazade View PostDoes putting:
at the top of the frag shader fix it?
Leave a comment:
-
Originally posted by rohcQaH View PostI'm no expert on GLSL, but does your code actually set the color somewhere?
And no shadermaker probably does not use a forward compatibility context.
Leave a comment:
-
Originally posted by rohcQaH View PostI'm no expert on GLSL, but does your code actually set the color somewhere? Using ShaderMaker, I just tried setting this as "Fragment Shader" and got the expected results. HD5770, catalyst 10.1.
Code:void main() { gl_FragColor = vec4(1.0)*0.99; }
Leave a comment:
-
Originally posted by Sockerdrickan View PostThe following code will produce black fragments:
Code:void main() { gl_FragColor = vec4(1.0)*0.99; }
Leave a comment:
-
I'm starting to think that the first card we will the Unigine Heaven benchmark in linux will be a Fermi based one.
Leave a comment:
-
Originally posted by Sockerdrickan View PostThe proprietary driver does not support floating point. At least not in an OpenGL 3.2 context. The following code will produce black fragments:
Code:out vec4 color; void main() { color=vec4(1.0)*0.99; }
Leave a comment:
Leave a comment: