ofShader example with HD Graphics 3000 issue #1279

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subtiv opened this Issue May 26, 2012 · 7 comments

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subtiv commented May 26, 2012

There occurs a weir glitch when compiling the ofShader example with my HD Graphics 3000 (288 Mb) (Mac osx 10.7.4 - Mac Mini - i5 - 2.3Ghz)

I was able to get rid of the glitch by replacing "gl_FragColor = gl_Color;" with "gl_FragColor = 255.0;" or any other number.
Anybody knows a reason for the glitch / proper solution?

Screenshot: http://goo.gl/Xdf74
OpenGL capacities on different graphic cards on apple machines: http://goo.gl/FGQ2N

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benben commented May 27, 2012

Tested this on my i7-2600K with HD3000 graphics on ubuntu12.04 and it works fine. did your log say something?

my log:

OF: OF_LOG_VERBOSE: Creating GLSL Program
OF: OF_LOG_VERBOSE: GL_VERTEX_SHADER shader compiled.
OF: OF_LOG_VERBOSE: GL_FRAGMENT_SHADER shader compiled.
OF: OF_LOG_VERBOSE: Attaching shader of type GL_FRAGMENT_SHADER
OF: OF_LOG_VERBOSE: Attaching shader of type GL_VERTEX_SHADER
OF: OF_LOG_VERBOSE: Program linked.
OF: OF_LOG_VERBOSE: OF app is being terminated!
OF: OF_LOG_VERBOSE: Detaching and deleting shader of type GL_FRAGMENT_SHADER
OF: OF_LOG_VERBOSE: Detaching and deleting shader of type GL_VERTEX_SHADER

subtiv commented May 28, 2012

Yes, the log said:

OF: OF_VERBOSE: Creating GLSL Program
OF: OF_VERBOSE: GL_VERTEX_SHADER shader compiled.
OF: OF_VERBOSE: GL_FRAGMENT_SHADER shader compiled.
OF: OF_VERBOSE: Attaching shader of type GL_FRAGMENT_SHADER
OF: OF_VERBOSE: Attaching shader of type GL_VERTEX_SHADER
OF: OF_LOG_ERROR: GL_FRAGMENT_SHADER shader failed to link.
OF: OF_LOG_ERROR: GL_VERTEX_SHADER shader failed to link. 
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pizthewiz commented Aug 18, 2014

@subtiv - do you experience the same issue with OF-0.8.3?

subtiv commented Aug 22, 2014

Since I raised this issue 2 years ago I'm no longer in possession of that machine… For what its' worth; I'm not having the same "problems" with my current machines.

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pizthewiz commented Aug 22, 2014

Bummer, I don't have a machine with integrated Intel HD 3000 graphics either. I'm inclined to think we should close this given its age and the amount of GL changes since it was originally reported and if it pops up again, we can reopen this - sound good?

subtiv commented Aug 22, 2014

Sure!

On Fri, Aug 22, 2014 at 6:39 PM, pizthewiz notifications@github.com
wrote:

Bummer, I don't have a machine with integrated Intel HD 3000 graphics either. I'm inclined to think we should close this given its age and the amount of GL changes since it was originally reported and if it pops up again, we can reopen this - sound good?

Reply to this email directly or view it on GitHub:
#1279 (comment)

subtiv closed this Aug 22, 2014

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ofZach commented Aug 22, 2014

I think early versions of the fragment shader from this example were missing a discard statement or the line that's currently there which uses alpha to discard (gl_FragColor.a = 0.0;) and I've noticed on some intel integrated cards this leads to glitchy results. I'm pretty sure this is fixed now.

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