Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

switch GLSL to version 1.40 #2

Closed
godsic opened this issue Feb 12, 2014 · 3 comments
Closed

switch GLSL to version 1.40 #2

godsic opened this issue Feb 12, 2014 · 3 comments

Comments

@godsic
Copy link

godsic commented Feb 12, 2014

OpenGL 3.3 is not yet supported by the majority of the open-source drivers, e.g. i915. So, for the greater compatibility reason, it would be nice to switch from GLSL 3.30 (OpenGL 3.3) to GLSL 1.40 (OpenGL 3.1). Perhaps change OpenGL context type to OpenGL 3.1 as well (not sure how Qt handles this).

@grahamrow
Copy link
Owner

Thanks for the feedback. My shaders aren't advanced so there's probably not an issues with that strategy — I might even try to downgrade the whole thing to Qt 4.8 and forgo the Qt5 OpenGL bindings that I fought to keep around!

@godsic
Copy link
Author

godsic commented Feb 12, 2014

Hi Graham,

Qt5 is perfectly OK with me. Among countless goodies, Qt5 works on
Wayland, but Qt4 is not. So I would rather stick to Qt5.

As for the shaders, I've changed GLSL version to '140' locally and now
MuView2 works fine on my system with i915 driver and mesa 9.2. The
patch is attached.

On Wed, 12 Feb, 2014 at 2:21 PM, Graham Rowlands
notifications@github.com wrote:

Thanks for the feedback. My shaders aren't advanced so there's
probably not an issues with that strategy — I might even try to
downgrade the whole thing to Qt 4.8 and forgo the Qt5 OpenGL bindings
that I fought to keep around!


Reply to this email directly or view it on GitHub.

@grahamrow
Copy link
Owner

I can change the context to 3.1 without issue. My setup complains about the "inverse" function not being included in the GLSL 1.4 spec (contrary to the actual spec.) I have to include an extension to get it to work (at least the GLSL compiler was helpful in suggesting this!)

#version 140
#extension GL_ARB_gpu_shader5 : enable

It seems like this is more individualized than I'd like it to be...

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants