2012-04-02 2 views
5

4 별도의 랩톱, 모두 Ubuntu 11.04를 실행 중.OpenGL ATI 및 NVIDIA GLSL 문제

GLX 1.4, OpenGl 3.3, GLSL 3.3을 실행하는 ATI 카드를 사용하는 사람은 예상대로 실행됩니다.

GLXINFO : GLX 1.4을 실행하는 엔비디아 카드로

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: ATI 
server glx version string: 1.4 
server glx extensions: 
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method, 
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group 
client glx vendor string: ATI 
client glx version string: 1.4 
GLX version: 1.4 
OpenGL vendor string: ATI Technologies Inc. 
OpenGL renderer string: ATI Mobility Radeon HD 3400 Series 
OpenGL version string: 3.3.10665 Compatibility Profile Context 
OpenGL shading language version string: 3.30 

하나, OpenGL을 3.3, GLSL 3.3 쉐이더 전혀 효과를 보여줍니다.

GLXINFO : GLX 1.4, OpenGL을 4.1, GLSL 예상대로 4.1 실행을 실행하는 엔비디아 카드로

direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
    GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
    GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: Quadro NVS 140M/PCI/SSE2 
OpenGL version string: 3.3.0 NVIDIA 280.13 
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler 

또 다른

은, 그러나 어떤 효과 위의 노트북과 같은 증상을 표시하는 동일한 노트북이 .

GLXINFO : 작업

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
    GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
    GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: NVS 4200M/PCI/SSE2 
OpenGL version string: 4.1.0 NVIDIA 270.41.06 
OpenGL shading language version string: 4.10 NVIDIA via Cg compiler 
OpenGL extensions: 
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, 
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, 
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5, 
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_map_buffer_range, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, 
    GL_ARB_shader_precision, GL_ARB_shader_subroutine, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_include, 
    GL_ARB_shadow, GL_ARB_sync, GL_ARB_tessellation_shader, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, 
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
    GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, 
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, 
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, 
    GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV, 
    GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, 
    GL_KTX_buffer_region, GL_NV_alpha_test, GL_NV_blend_minmax, 
    GL_NV_blend_square, GL_NV_complex_primitives, GL_NV_conditional_render, 
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, 
    GL_NV_depth_clamp, GL_NV_explicit_multisample, 
    GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer, 
    GL_NV_fog_distance, GL_NV_fragdepth, GL_NV_fragment_program, 
    GL_NV_fragment_program_option, GL_NV_fragment_program2, 
    GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4, 
    GL_NV_gpu_program4, GL_NV_gpu_program4_1, GL_NV_gpu_program5, 
    GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float, 
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, 
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, 
    GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, 
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_shader_buffer_load, 
    GL_NV_texgen_reflection, GL_NV_texture_barrier, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp, 
    GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader, 
    GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range, 
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_OES_depth24, 
    GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint, 
    GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, 
    GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, 
    GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float, 
    GL_OES_texture_float_linear, GL_OES_texture_half_float, 
    GL_OES_texture_half_float_linear, GL_OES_texture_npot, 
    GL_OES_vertex_array_object, GL_OES_vertex_half_float, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
    GL_SGIX_shadow, GL_SUN_slice_accum 

GLXINFO는 : 나는 이미지를 가지고있다 할 노력하고있어, 그 바다 고려하기에 충분 파란색 부분을 찾을 수

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
    GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
    GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
    GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: NVS 4200M/PCI/SSE2 
OpenGL version string: 4.1.0 NVIDIA 270.41.06 
OpenGL shading language version string: 4.10 NVIDIA via Cg compiler 
OpenGL extensions: 
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, 
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, 
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
    GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5, 
    GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
    GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_map_buffer_range, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, 
    GL_ARB_shader_precision, GL_ARB_shader_subroutine, 
    GL_ARB_shading_language_100, GL_ARB_shading_language_include, 
    GL_ARB_shadow, GL_ARB_sync, GL_ARB_tessellation_shader, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, 
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
    GL_ARB_transform_feedback3, GL_ARB_transpose_matrix, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
    GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, 
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
    GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, 
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, 
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, 
    GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV, 
    GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array, 
    GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, 
    GL_KTX_buffer_region, GL_NV_alpha_test, GL_NV_blend_minmax, 
    GL_NV_blend_square, GL_NV_complex_primitives, GL_NV_conditional_render, 
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, 
    GL_NV_depth_clamp, GL_NV_explicit_multisample, 
    GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer, 
    GL_NV_fog_distance, GL_NV_fragdepth, GL_NV_fragment_program, 
    GL_NV_fragment_program_option, GL_NV_fragment_program2, 
    GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4, 
    GL_NV_gpu_program4, GL_NV_gpu_program4_1, GL_NV_gpu_program5, 
    GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float, 
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, 
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, 
    GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, 
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_shader_buffer_load, 
    GL_NV_texgen_reflection, GL_NV_texture_barrier, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp, 
    GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader, 
    GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range, 
    GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_OES_depth24, 
    GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint, 
    GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, 
    GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, 
    GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float, 
    GL_OES_texture_float_linear, GL_OES_texture_half_float, 
    GL_OES_texture_half_float_linear, GL_OES_texture_npot, 
    GL_OES_vertex_array_object, GL_OES_vertex_half_float, 
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
    GL_SGIX_shadow, GL_SUN_slice_accum 

간단히 작동하지 않음 대양이 너무 어두워서 그 픽셀을 밝게합니다. 내가 사용하고있는 패키지 (NASA WorldWind)는 JOGL을 사용하여 JAVA로 작성되었으므로 JOGL을 사용하여 사용자 정의 조각과 정점 셰이더를 사용하여이 효과를 만듭니다.

내가 쉐이딩 부족을 일으키는 원인이되는 신호가 될 수 있다고 생각되는 몇 가지 이상한 일이 발생합니다.

먼저 조각 쉐이더를 변경하여 이유없이 모든 픽셀을 빨간색으로 표시하면 작업 기계에 빨간색 구가 표시됩니다. 작동하지 않는 기계는 빨간색 구형을 한 무승부로 깜박 인 다음지도가 원본 이미지로 되돌아갑니다 (지구 전체가 보이고 바다가 어두움).

둘째, 렌더링 루프가 glUseProgram (0)을 호출하지 않도록 Java 패키지가 변경되면 이상하게 렌더링되지만 여전히 닫히고 작동하지 않는 컴퓨터는 반투명합니다 구형 GL_fragcolor를 셰이더에서 설정하는 색상입니다. 이것은 깎여 진 픽셀을 무시하고 어쨌든이 색상을 음영 처리한다는 사실로 인해 더욱 이상해졌습니다.

세 번째로 jogl을 디버깅하는 것으로부터 얻은 대부분의 디버깅 정보는 휴지통이지만 ATI 컴퓨터에서는 2 개의 거듭 제곱 텍스처를 매우 자주 검색하는 것을 볼 수 있지만 nvidia 시스템에서는 그렇지 않습니다. 동일한 쌍을 가지고있는 경우, 2의 거듭 제곱 텍스처는 런타임 시작시 한두 번 나타납니다.

쉐이더는 JOGL 코드에서 uniform sampler2D를 수신하고이를 사용하여 픽셀의 색상이 검색되는 texture2D를 만듭니다.

조각 쉐이더

uniform sampler2D tile_image; 
uniform float brightness; 
const vec3 coef = vec3(0.2125, 0.7154, 0.0721); 
uniform float saturation; 
uniform vec4 hueToAdjust; 

vec4 shadeTile(vec4 tile_val); 

//Fragment shader. Colors every coordinate that is mostly blue to a lighter blue. 
void main (void) 
{ 

    if (gl_TexCoord[0].s < 0 || gl_TexCoord[0].s > 1) discard; 
    if (gl_TexCoord[0].t < 0 || gl_TexCoord[0].t > 1) discard; 
    vec4 tile_val = texture2D(tile_image, gl_TexCoord[0].st); 

    //this if statement catches the majority of the ocean areas 
    if(tile_val.b >= (tile_val.g+tile_val.r)) 
    { 
     tile_val = shadeTile(tile_val); 
    } 
    gl_FragColor = vec4 (tile_val.rgba); 
} 

vec4 shadeTile(vec4 tile_val) 
{ 
//saturation 
vec4 intensity = vec4(dot(tile_val.rgb,coef)); 
tile_val = mix(intensity, tile_val, saturation); 

//contrast 
tile_val = brightness * (1.0 - saturation) + tile_val; 

//hue adjust 
tile_val.rgba *= hueToAdjust; 

//brightness 
tile_val.rgba *= brightness; 


return tile_val; 
} 

버텍스 쉐이더 :

void main(void) 
{ 

    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; 
    gl_TexCoord[1] = gl_TextureMatrix[0] * gl_MultiTexCoord1; 
    gl_Position = ftransform(); 
} 

렌더링 루프 :

Public void render(DrawContext dc) 
{ 
    if (d_doRender) 
    { 
     GL gl = dc.getGL(); 
     if (d_glsl != null && d_glsl.isShaderSupported()) 
     { 
      d_glsl.useShaders(); 
      d_glsl.startShader(); 
      gl.glUniform1i(d_glsl.getUniformLocation("tile_image"), 0); 
      gl.glUniform1f(d_glsl.getUniformLocation("saturation"), 
          d_saturation); 
      gl.glUniform4f(d_glsl.getUniformLocation("hueToAdjust"), 
          d_hueToAdjust[0], d_hueToAdjust[1], 
          d_hueToAdjust[2], d_hueToAdjust[3]); 
      gl.glUniform1f(d_glsl.getUniformLocation("brightness"), 
          d_brightness); 
     } 
     super.render(dc); 
     if (d_glsl != null && d_glsl.isShaderSupported()) 
     { 
       d_glsl.endShader(); 
     } 
    } 
} 

이 프로그램과 쉐이더 infologs이 기계에 아무런 정보를 제공하지 않습니다의도 ATI 머신에서는 쉐이더가 성공적으로 컴파일되었다고합니다. 이 하드웨어에서 실행하십시오.

+0

정보의 중요한 부분을 :로 사용합니다. 각 노트북에'glxinfo'의 출력을 추가하십시오. – datenwolf

+0

@datenwolf glxinfo로 OP를 업데이트했습니다. 사용중인 모든 드라이버는 독점 드라이버입니다. – Dwight

+0

프래그먼트 셰이더의 코드가 이상하게 보입니다. _two_ 중괄호를 여는 중입니까? 오식? –

답변

2

일부 GLSL 구현은 다음과 같이 소수 부분없이 수레를 작성 허용 :

if (gl_TexCoord[0].s < 0 || gl_TexCoord[0].s > 1) discard; 
    if (gl_TexCoord[0].t < 0 || gl_TexCoord[0].t > 1) discard; 

그러나, 소수 부분과 함께 수레를 작성하는 쉐이더가 더 휴대용 및 사양을 준수합니다. 지역 사회 개발 한 GPU 메이커의 propritary, 오픈 소스 드라이버 : 리눅스 용 2 드라이버의 종류가 있기 때문에 또한, 설치 드라이버 것

if (gl_TexCoord[0].s < 0.0 || gl_TexCoord[0].s > 1.0) discard; 
    if (gl_TexCoord[0].t < 0.0 || gl_TexCoord[0].t > 1.0) discard;