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Author Topic: [PRINT_MODE:SHADER]  (Read 85835 times)

Mike Mayday

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Re: [PRINT_MODE:SHADER]
« Reply #165 on: March 12, 2012, 03:24:27 pm »

C:\Users\Alamar\Desktop\fgtestbed>fgtestbed.py 31.25 dump\brook0.dump
Initparser parsed 31.25\data\init\colors.txt
AdvRawsParser parsed 31.25\raw\objects\material_template_default.txt
AdvRawsParser parsed 31.25\raw\graphics\graphics_example.txt
AdvRawsParser parsed fgraws\buildings.txt
AdvRawsParser parsed fgraws\proto.txt
AdvRawsParser parsed fgraws\tilesets.txt
TSParser parsed 31.25\raw\objects\inorganic_metal.txt
TSParser parsed 31.25\raw\objects\inorganic_other.txt
TSParser parsed 31.25\raw\objects\inorganic_stone_gem.txt
TSParser parsed 31.25\raw\objects\inorganic_stone_layer.txt
TSParser parsed 31.25\raw\objects\inorganic_stone_mineral.txt
TSParser parsed 31.25\raw\objects\inorganic_stone_soil.txt
TSParser parsed 31.25\raw\objects\plant_grasses.txt
implicitly delimited PLANT_OIL_TEMPLATE in BUSH_QUARRY
implicitly delimited PLANT_SOAP_TEMPLATE in BUSH_QUARRY
TSParser parsed 31.25\raw\objects\plant_standard.txt
Traceback (most recent call last):
  File "C:\Users\Alamar\Desktop\fgtestbed\fgtestbed.py", line 1316, in <module>
    pageman, objcode = raw.work(pa.dfprefix, ['fgraws']+ pa.rawsdir)
  File "C:\Users\Alamar\Desktop\fgtestbed\raw.py", line 1309, in work
    objcode = compiler.compile(materialsets, fgdef.tilesets, fgdef.celeffects, f
gdef.buildings, 1)
  File "C:\Users\Alamar\Desktop\fgtestbed\raw.py", line 243, in compile
    x.append(tilesets[tileset])
KeyError: 'VEGETATION'

C:\Users\Alamar\Desktop\fgtestbed>
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Mike Mayday

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Re: [PRINT_MODE:SHADER]
« Reply #166 on: March 12, 2012, 03:29:39 pm »

Trees, boulders and such, like drifwood have a problem - they are tiles themselves, so I have no data to draw floor under them, and if I don't force alpha to 1.0, lower levels become visible, which is ugly.

Something needs to be invented.

Easiest solution would be to make this tile inherit its floor from one of the neighbouring tiles.
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #167 on: March 12, 2012, 03:34:25 pm »

Stranger and stranger. Try current version. Are you by any chance on IRC, Jabber or Skype?

lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #168 on: March 12, 2012, 03:39:43 pm »

I think I found the bug.

Try adding a dummy tileset at the end of the tilesets.txt, something like:

[tileset:dummy]

Mike Mayday

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Re: [PRINT_MODE:SHADER]
« Reply #169 on: March 12, 2012, 03:45:00 pm »

I think I found the bug.

Try adding a dummy tileset at the end of the tilesets.txt, something like:
[tileset:dummy]

That worked!!
I'm on Skype- mikemayday
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arclance

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Re: [PRINT_MODE:SHADER]
« Reply #170 on: March 12, 2012, 05:17:37 pm »

libgraphics.so with integrated dumper for 3125 is at http://dffd.wimbli.com/file.php?id=5763 Press F12 to dump.
I tried this and it crashes in fortress mode.
Here is a backtrace for the crash.
Code: [Select]
./dfbacktrace
GNU gdb (Ubuntu/Linaro 7.2-1ubuntu11) 7.2
Copyright (C) 2010 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Test_Fortress/printmodeshader/current/df_linux/libs/Dwarf_Fortress...(no debugging symbols found)...done.
Starting program: /media/Linux_Data/Dwarf_Fortress/Test_Fortress/printmodeshader/current/df_linux/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
[New Thread 0xf477db70 (LWP 25952)]
[New Thread 0xf3f7cb70 (LWP 25953)]
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
GLEW: 1.5.2
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 560 Ti/PCIe/SSE2
OpenGL version: 4.2.0 NVIDIA 295.20
OpenGL GLSL version: 4.20 NVIDIA via Cg compiler
GL_MAX_VERTEX_ATTRIBS=16, needed=7
GL_MAX_VERTEX_UNIFORM_COMPONENTS=4096, needed=9
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS=2048, needed=11
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=32, needed=0
GL_MAX_TEXTURE_IMAGE_UNITS=32, needed=3
GL_MAX_VARYING_FLOATS=124, needed=8
GL_MAX_TEXTURE_COORDS=8, needed=2
GL_POINT_SIZE_MIN=0, needed=4
GL_POINT_SIZE_MAX=63, needed=48
GL_ARB_sync: supported
makeansitex(): 2.
Embedded shader set 'rect'
Embedded shader set 'cbr_is_bold' x
Using embedded vertex shader code from 'cbr_is_bold'.
Using embedded fragment shader code from 'cbr_is_bold'.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
makeansitex(): 2.
gps_allocate(80, 25)
Resetting textures
texdumpst::init(): allocating 2048x288 (max 64x9 32x32 cells)
accepted font texture (name=1): 2048x288px oa
accepted txco texture (name=3): 64x9px oa
reshape(): got grid 0x0 window -1x-1 tile 20x20 texture_ready=1 stretch=0 snap=0
reshape(): final grid 96x50 window 1920x1000 viewport 1920x1000 Psz 20x20
gps_allocate(96, 50)
set_viewport(): got 1920x1000 out of 1920x1000
Frame drawn in 0 msec
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/dorfs.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/humans.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/goblins.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/elfs.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/koboldz.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_birds.png 100x120 5x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_domestic.png 440x120 22x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_large_mountain.png 100x120 5x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/animals.png 240x600 12x30 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/water.png 80x140 4x7 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/gibbon.png 80x180 4x9 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/beasts.png 120x80 6x4 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/mans.png 240x340 12x17 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/newbeasts.png 120x160 6x8 20x20
Resetting textures
texdumpst::init(): allocating 2048x2656 (max 64x83 32x32 cells)
accepted font texture (name=1): 2048x2656px oa
accepted txco texture (name=3): 64x83px oa
Frame drawn in 0 msec
Embedded shader set 'rect'
Embedded shader set 'cbr_is_bold' x
Using embedded vertex shader code from 'cbr_is_bold'.
Using embedded fragment shader code from 'cbr_is_bold'.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
makeansitex(): 2.
reshape(): got grid 96x50 window -1x-1 tile 20x20 texture_ready=1 stretch=0 snap=0
reshape(): final grid 96x50 window 1920x1000 viewport 1920x1000 Psz 20x20
set_viewport(): got 1920x1000 out of 1920x1000

Program received signal SIGSEGV, Segmentation fault.
0xf7a91c94 in __gnu_cxx::new_allocator<df::unit*>::construct (this=0x10086c18,
    __p=0xffffffff, __val=@0xffffca3c)
    at /usr/include/c++/4.6/ext/new_allocator.h:108
108       { ::new((void *)__p) _Tp(__val); }
#0  0xf7a91c94 in __gnu_cxx::new_allocator<df::unit*>::construct (this=0x10086c18,
    __p=0xffffffff, __val=@0xffffca3c)
    at /usr/include/c++/4.6/ext/new_allocator.h:108
#1  0xf7a912fc in std::vector<df::unit*, std::allocator<df::unit*> >::push_back (
    this=0x10086c18, __x=@0xffffca3c) at /usr/include/c++/4.6/bits/stl_vector.h:830
---Type <return> to continue, or q <return> to quit---
#2  0xf7a90f77 in _bicache::update (this=0xffffd0d8, a=..., b=...)
    at /home/lxnt/00DFGL/PMS/print_shader/fugr_dump.cc:172
#3  0xf7a8f7eb in fugr_dump () at /home/lxnt/00DFGL/PMS/print_shader/fugr_dump.cc:388
#4  0xf79be297 in renderer_glsl::reload_shaders (this=0x9969928)
    at /home/lxnt/00DFGL/PMS/print_shader/renderer_glsl.hpp:570
#5  0xf79c0c67 in renderer_glsl::update_all (this=0x9969928)
    at /home/lxnt/00DFGL/PMS/print_shader/renderer_glsl.hpp:951
#6  0xf79b2b14 in enablerst::eventLoop_SDL (this=0x8c3e600)
    at /home/lxnt/00DFGL/PMS/print_shader/enabler.cpp:463
#7  0xf79b316c in enablerst::loop (this=0x8c3e600, cmdline=...)
    at /home/lxnt/00DFGL/PMS/print_shader/enabler.cpp:600
#8  0xf79b3bb8 in main (argc=1, argv=0xffffd3b4)
    at /home/lxnt/00DFGL/PMS/print_shader/enabler.cpp:795
#9  0xf751ce37 in __libc_start_main () from /lib32/libc.so.6
#10 0x0804c951 in ?? ()
(gdb) q
A debugging session is active.

Inferior 1 [process 25949] will be killed.

Quit anyway? (y or n) y

I made your tileset work, all stuff is in git. It expects the two png files in the '32px' subdirectory where fgtestbed runs - see proto.txt for celpagedefs.
You made this change in git but did not add the 32px folder or png files that are needed after this change so it just crashes unless the user fixes this themselves.
Logged
I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
Sigtext

lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #171 on: March 12, 2012, 07:18:19 pm »

Fixes for most outrageous bugs are pushed. Fg-raws directory now defaults to ./fgraws, which expects Mayday's 32px tileset,
 but there's a vanilla one now - fgraws-stdpage, which can be used with other df-standard tilesets like Phoebus'. Give it as third parameter to the fgtestbed.py and don't forget to make first parameter to point to the DF directory with the tileset installed. ./fgtestbed.py -h prints useful usage page.

I tried this and it crashes in fortress mode.
Here is a backtrace for the crash.
Crap. I blame C++ ABI. :(

You made this change in git but did not add the 32px folder or png files that are needed after this change so it just crashes unless the user fixes this themselves.

I expect those files to change a lot, and I don't think the github is the best place to store binaries. Will think up some solution.

lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #172 on: March 14, 2012, 03:02:38 pm »

a bug was fixed that messed up material-tile mapping.

Mike Mayday

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Re: [PRINT_MODE:SHADER]
« Reply #173 on: March 14, 2012, 03:05:28 pm »

Dear testers- remember that you can always download the latest version of the tilesets at the top of this page!
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #174 on: March 14, 2012, 05:58:24 pm »

libgraphics.so with integrated dumper for 3125 is at http://dffd.wimbli.com/file.php?id=5763 Press F12 to dump.
I tried this and it crashes in fortress mode.
Here is a backtrace for the crash.
I think I fixed that one. Please test.

arclance

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Re: [PRINT_MODE:SHADER]
« Reply #175 on: March 15, 2012, 02:33:13 pm »

libgraphics.so with integrated dumper for 3125 is at http://dffd.wimbli.com/file.php?id=5763 Press F12 to dump.
I tried this and it crashes in fortress mode.
Here is a backtrace for the crash.
I think I fixed that one. Please test.
It still crashes when F12 is pressed.
Here is another backtrace.
Code: [Select]
./dfbacktrace
GNU gdb (Ubuntu/Linaro 7.2-1ubuntu11) 7.2
Copyright (C) 2010 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Test_Fortress/printmodeshader/current/df_linux/libs/Dwarf_Fortress...(no debugging symbols found)...done.
Starting program: /media/Linux_Data/Dwarf_Fortress/Test_Fortress/printmodeshader/current/df_linux/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
[New Thread 0xf477cb70 (LWP 2503)]
[New Thread 0xf3f7bb70 (LWP 2504)]
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
GLEW: 1.5.2
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce GTX 560 Ti/PCIe/SSE2
OpenGL version: 4.2.0 NVIDIA 295.20
OpenGL GLSL version: 4.20 NVIDIA via Cg compiler
GL_MAX_VERTEX_ATTRIBS=16, needed=7
GL_MAX_VERTEX_UNIFORM_COMPONENTS=4096, needed=9
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS=2048, needed=11
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS=32, needed=0
GL_MAX_TEXTURE_IMAGE_UNITS=32, needed=3
GL_MAX_VARYING_FLOATS=124, needed=8
GL_MAX_TEXTURE_COORDS=8, needed=2
GL_POINT_SIZE_MIN=0, needed=4
GL_POINT_SIZE_MAX=63, needed=48
GL_ARB_sync: supported
makeansitex(): 2.
Embedded shader set 'rect'
Embedded shader set 'cbr_is_bold' x
Using embedded vertex shader code from 'cbr_is_bold'.
Using embedded fragment shader code from 'cbr_is_bold'.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
makeansitex(): 2.
gps_allocate(80, 25)
Resetting textures
texdumpst::init(): allocating 2048x288 (max 64x9 32x32 cells)
accepted font texture (name=1): 2048x288px oa
accepted txco texture (name=3): 64x9px oa
reshape(): got grid 0x0 window -1x-1 tile 20x20 texture_ready=1 stretch=0 snap=0
reshape(): final grid 96x50 window 1920x1000 viewport 1920x1000 Psz 20x20
gps_allocate(96, 50)
set_viewport(): got 1920x1000 out of 1920x1000
Frame drawn in 1 msec
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/dorfs.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/humans.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/goblins.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/elfs.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/Beefmo/koboldz.png 240x500 12x25 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_birds.png 100x120 5x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_domestic.png 440x120 22x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/creature_large_mountain.png 100x120 5x6 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/animals.png 240x600 12x30 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/water.png 80x140 4x7 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/gibbon.png 80x180 4x9 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/beasts.png 120x80 6x4 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/mans.png 240x340 12x17 20x20
textures::load(): data/save/region60-2_phoebus_2_2/raw/graphics/mayday/newbeasts.png 120x160 6x8 20x20
Resetting textures
texdumpst::init(): allocating 2048x2656 (max 64x83 32x32 cells)
accepted font texture (name=1): 2048x2656px oa
accepted txco texture (name=3): 64x83px oa
Frame drawn in 0 msec
Embedded shader set 'rect'
Embedded shader set 'cbr_is_bold' x
Using embedded vertex shader code from 'cbr_is_bold'.
Using embedded fragment shader code from 'cbr_is_bold'.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
makeansitex(): 2.
reshape(): got grid 96x50 window -1x-1 tile 20x20 texture_ready=1 stretch=0 snap=0
reshape(): final grid 96x50 window 1920x1000 viewport 1920x1000 Psz 20x20
set_viewport(): got 1920x1000 out of 1920x1000

Program received signal SIGSEGV, Segmentation fault.
0xf7a909dd in std::vector<df::unit*, std::allocator<df::unit*> >::push_back (
    this=0x10063754, __x=@0xffffca0c) at /usr/include/c++/4.6/bits/stl_vector.h:828
828 if (this->_M_impl._M_finish != this->_M_impl._M_end_of_storage)
#0  0xf7a909dd in std::vector<df::unit*, std::allocator<df::unit*> >::push_back (
    this=0x10063754, __x=@0xffffca0c) at /usr/include/c++/4.6/bits/stl_vector.h:828
#1  0xf7a9040e in _bicache::update (this=0xffffd0b8, a=..., b=...)
    at /home/lxnt/00DFGL/PMS/print_shader/fugr_dump.cc:174
#2  0xf7a8ea7b in fugr_dump () at /home/lxnt/00DFGL/PMS/print_shader/fugr_dump.cc:390
#3  0xf79bd527 in renderer_glsl::reload_shaders (this=0x9969928)
---Type <return> to continue, or q <return> to quit---
    at /home/lxnt/00DFGL/PMS/print_shader/renderer_glsl.hpp:570
#4  0xf79bfef7 in renderer_glsl::update_all (this=0x9969928)
    at /home/lxnt/00DFGL/PMS/print_shader/renderer_glsl.hpp:951
#5  0xf79b1da4 in enablerst::eventLoop_SDL (this=0x8c3e600)
    at /home/lxnt/00DFGL/PMS/print_shader/enabler.cpp:463
#6  0xf79b23fc in enablerst::loop (this=0x8c3e600, cmdline=...)
    at /home/lxnt/00DFGL/PMS/print_shader/enabler.cpp:600
#7  0xf79b2e48 in main (argc=1, argv=0xffffd394)
    at /home/lxnt/00DFGL/PMS/print_shader/enabler.cpp:795
#8  0xf751be37 in __libc_start_main () from /lib32/libc.so.6
#9  0x0804c951 in ?? ()
(gdb) q
A debugging session is active.

Inferior 1 [process 2497] will be killed.

Quit anyway? (y or n) y
Logged
I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
Sigtext

Greendogo

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Re: [PRINT_MODE:SHADER]
« Reply #176 on: March 15, 2012, 05:31:00 pm »

Question: Am I correct in asserting that this is only for Linux (specifically Ubuntu at the moment) and not working on Windows yet?  Can I compile it for Windows, or is it just flat out not supported?
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #177 on: March 15, 2012, 05:37:04 pm »

Question: Am I correct in asserting that this is only for Linux (specifically Ubuntu at the moment) and not working on Windows yet?  Can I compile it for Windows, or is it just flat out not supported?

The python testbed code runs on windows all right.

The print_mode:shader renderer was and is linux-only.

Unless something very unlikely happens, the end result will be linux-only as well.

Lac

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Re: [PRINT_MODE:SHADER]
« Reply #178 on: March 23, 2012, 06:54:25 pm »

Well that was a conversation stopper... are the reasons it is likely to be Linux-only technical?
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Rose

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Re: [PRINT_MODE:SHADER]
« Reply #179 on: March 24, 2012, 12:03:34 am »

It's because on linux, the graphics rendering code is separate, and can be changed.

On windows, it's not.
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