@xlsior... can you run the examples now in a standard res eg 1024x768 (not 1024x1024)?
My gfx card is 8800 GTS 512MB, and Ive always been able to run them in a standard res... must be ATi
My gfx card is 8800 GTS 512MB, and Ive always been able to run them in a standard res... must be ATi
Nope, still blows up in 1024,768 -- although now it gives a different and much more elaborate error message:
SHADER COMPILE ERROR 1:uniform int bb_InstanceID; 2:#define BB_POSTPROCESS 1 3:mat3 bb_mat3( mat4 mat ){ 4: return mat3( mat[0].xyz,mat[1].xyz,mat[2].xyz ); 5:} 6:#define BB_MODE BB_POSTPROCESS 7:uniform vec2 bb_WindowSize; 8:uniform vec2 bb_WindowScale; 9:uniform sampler2D bb_AccumBuffer; 10:uniform sampler2D bb_MaterialBuffer; 11:uniform sampler2D bb_NormalBuffer; 12:uniform sampler2D bb_DepthBuffer; 13:uniform sampler2D bb_ShadowBuffer; 14:uniform vec3 bb_AmbientColor; 15:uniform mat4 bb_ProjectionMatrix; 16:uniform mat4 bb_CameraMatrix; 17:uniform mat4 bb_ViewMatrix; 18:uniform mat4 bb_ViewProjectionMatrix; 19:uniform vec2 bb_ViewportSize; 20:uniform vec2 bb_ViewportScale; 21:uniform vec2 bb_FragScale; 22:uniform vec2 bb_FragOffset; 23:uniform float bb_zNear; 24:uniform float bb_zFar; 25:uniform mat4 bb_LightMatrix; 26:uniform mat4 bb_InverseLightMatrix; 27:uniform mat4 bb_ShadowMatrix; 28:uniform mat4 bb_ViewLightMatrix; 29:uniform mat4 bb_ViewShadowMatrix; 30:uniform vec3 bb_ViewSpaceLightVector; 31:uniform vec3 bb_ViewSpaceLightPosition; 32:uniform vec3 bb_ViewSpaceLightDirection; 33:uniform float bb_LightAngle; 34:uniform float bb_LightRange; 35:uniform vec3 bb_LightColor; 36:uniform sampler2D bb_LightTexture; 37:uniform float bb_ShadowMapScale; 38:uniform float bb_ShadowNearClip; 39:uniform float bb_ShadowFarClip; 40:uniform mat4 bb_ModelMatrices[48]; 41:uniform mat4 bb_ModelMatrix; 42:uniform mat4 bb_ModelViewMatrix; 43:uniform mat4 bb_ModelViewProjectionMatrix; 44:uniform mat4 bb_ModelLightMatrix; 45:uniform mat4 bb_ModelShadowMatrix; 46: 47:varying vec2 TexCoords; 48: 49: 50:void main(){ 51: gl_FragColor=texture2DRect( bb_QuadTexture,TexCoords ); 52:} 53: Fragment shader failed to compile with the following errors: ERROR: 0:51: 'bb_QuadTexture' : undeclared identifier ERROR: 0:51: 'texture2DRect' : no matching overloaded function found ERROR: 0:51: 'assign' : cannot convert from 'const float' to 'FragColor 4-component vector of float' ERROR: compilation errors. No code generated. ERROR: (file:C:/Code/Max3D/max3d/max3d/openglgraphics.cpp, line:131)