div0 said <br> " the shader is used like this:<br> uncomment FRAGMENT_SHADER<br> that is the one that crashes<br> uncomment ONE of the modes<br> I'd suggest MODE_LIGHTDIRECTIONMAP_MODELSPACE<br> and uncomment USEDIFFUSE, USEGLOW, USESPECULAR<br>
then you get the basic shader that's used for most surfaces in the game<br> and that sure is one of those that crashes<br> when I had tested it, it also crashed in just MODE_LIGHTMAP (which is used if deluxemapping is 0) "<br>
<br>the code is in attachment.<br>I hope this will help.<br><br><div class="gmail_quote">2008/10/28 Eric Anholt <span dir="ltr"><<a href="mailto:eric@anholt.net">eric@anholt.net</a>></span><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Right now most GLSL debugging on the 965 driver is on hold while idr<br>
rewrites Mesa's GLSL compiler, since the driver part will need to be<br>
mostly rewritten after that, anyway. However, if people could isolate<br>
failing shaders and get them into piglit testcases, we might be able to<br>
get to them earlier, and it would benefit all future GLSL work as well.<font color="#888888"><br></font></blockquote></div><br>