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Re: GeForce4ti vertex shaders on 10.3.7



No, unfortunately in my case I'm only using Vertex shaders. This was working fine previously; assumedly prior to 10.3.7, although I'm not sure how I can roll back the system to prove this and work around it.

I've tried downloading a full upgrade to 10.3.7, and applied that over the top of my already (10.3.6->10.3.7) patched OS, but that hasn't helped any.

cheers,

chris

On 19/12/2004, at 10:51 PM, Fred Leboucher wrote:

I had a similar problem while trying to run a vertex program/fragment shader (written in Cg) on my G4. The pixels didn't appear, although I had selected the ARB profiles for the Cg. After some searching, I found that there is a simple explanation : the GeForce 2, 3 and 4 don't support fragment shaders. I'm not whether or not you use fragment shaders here, but if you do, then the vertex program can be used in ARB, but the fragment shader can't (launch X11 and type glxinfo, you'll see that there is no fragment shader extension).

Which brings me to another question I have... I have a GeForce 2MX and I'm willing to use Cg on my Mac... One solution I considered was buying a Radeon 9200 PCI (which would allow me to have dual display ;). Still I'm not sure about 2 things :
- what card will the Cg select if I have 2 (the geforce on agp slot and the radeon on pci slot) ? Can I force that to the pci card ?
- can I run vertex programs and fragment shaders on the radeon 9200, since it's no nVidia card ?


Anyone has ideas about that ?
Fred

On Dec 18, 2004, at 6:46 AM, Chris Bergmann wrote:

Hi guys,

Since upgrading to 10.3.7 on my G4 MP with GeForce4ti 4600, I've noticed that anything I try to render using an ARB vertex shader fails without causing a GL error. I'm wondering if anyone else has seen this or has any ideas, before I file a defect report with apple.

At first I thought it must have been a bug introduced in the program which I hadn't noticed, but the program still runs fine on the other test machines (laptop with GeForce Go5200, laptop with radeon mobility, windows boxen with x800.

The symptoms are that the meshes rendered while an ARB vertex program is bound are not visible; they still appear to affect the zbuffer but not the color buffer. No GL errors are reported that I've noticed.

I've dumped the vertex program into the shader builder, but it appears the shader builder no longer works on my machine either - no error, but nothing rendered other than the axis lines. I tried a null program and also some of the apple vertex examples which used to work.

The "Vertex Optimization" sample also fails to render when in "Vertex Program" mode, though I haven't tried this sample prior to installing this OS version.

any thoughts?

chris

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References: 
 >GeForce4ti vertex shaders on 10.3.7 (From: Chris Bergmann <email@hidden>)
 >Re: GeForce4ti vertex shaders on 10.3.7 (From: Fred Leboucher <email@hidden>)



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