Displaying 20 results from an estimated 4000 matches similar to: "Re: Black Ops and Use GLSL disable"
2011 Aug 22
3
Fallout New Vegas no longer working
All, in 1.3.26 F:NV won't go into the game after you select new game or continue. The circle "loading" screen appears but then then stops and that's it.
There are no errors in the console as well beyond what you normally get in 1.3.24. So before I run some regression tests if I get the time I was hoping to find out the debug channels I should load to see what's going on?
2011 Jan 25
2
Black Ops and Use GLSL disable
Hey guys I have everything pretty much working, no sound issues (fixed this by running the vcredist_x86.exe in the Redist folder then the DXSETUP.exe in the DirectX folder) But I'm having framerate issues I've read some people have fixed it by changing Use GLSL to disabled in the wine registry editor but every time I do this it seems to load up fine until I choose a class and then it says
2011 Jun 12
3
Switch graphics card via Wine?
Hi,
I have a PC with two graphic cards one Intel onboard and one Nvidia dedicated card. lspci shows me both and both graphics drivers are installed.
Code:
> lspci | grep -i vga
00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07)
01:00.0 VGA compatible controller: nVidia Corporation G98 [GeForce 9300M GS] (rev a1)
wine.log
2015 May 24
2
[Mesa-dev] [PATCH 07/11] glsl: Add arb_cull_distance support
On Sun, 2015-05-24 at 19:58 +0200, Tobias Klausmann wrote:
> Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de>
> ---
> src/glsl/ast_to_hir.cpp | 14 +++++
> src/glsl/builtin_variables.cpp | 13 +++-
> src/glsl/glcpp/glcpp-parse.y | 3 +
> src/glsl/glsl_parser_extras.cpp | 1 +
> src/glsl/glsl_parser_extras.h
2010 Jan 18
2
[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots
So, basically, you allocate the rasterizer units according to the
vertex shader, and when the fragment shader comes up, you say "write
rasterizer output 4 to fragment input 1000000"?
The current nouveau drivers can't do this.
There are "routing" registers in hardware, but I think the nVidia
proprietary driver (at least without GLSL) leaves them unaltered after
2013 Aug 20
5
[Bug 68344] New: [piglit] shaders/glsl-fs-texture2d-dependent-4 randomly passes or fails on NVAA/NV50
https://bugs.freedesktop.org/show_bug.cgi?id=68344
Priority: medium
Bug ID: 68344
Assignee: nouveau at lists.freedesktop.org
Summary: [piglit] shaders/glsl-fs-texture2d-dependent-4
randomly passes or fails on NVAA/NV50
QA Contact: xorg-team at lists.x.org
Severity: normal
Classification: Unclassified
2013 Aug 20
5
[Bug 68348] New: [piglit] shaders/glsl-array-bounds-02 (+even nrs) produces TRAP , TRAP_MP - TP0: Unhandled ustatus 0x00000001
https://bugs.freedesktop.org/show_bug.cgi?id=68348
Priority: medium
Bug ID: 68348
Assignee: nouveau at lists.freedesktop.org
Summary: [piglit] shaders/glsl-array-bounds-02 (+even nrs)
produces TRAP , TRAP_MP - TP0: Unhandled ustatus
0x00000001
QA Contact: xorg-team at lists.x.org
Severity: normal
2015 Mar 25
1
[Bug 89759] New: WebGL OGL ES GLSL conformance test with mesa drivers fails
https://bugs.freedesktop.org/show_bug.cgi?id=89759
Bug ID: 89759
Summary: WebGL OGL ES GLSL conformance test with mesa drivers
fails
Product: Mesa
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component:
2011 Jul 16
2
GLSL errors please help as soon as possible.
I am trying very hard to get Elder scrolls oblivion working on playonlinux. I found out that a key factor in this is the GLSL setting. When it is disabled the game will run great with no errors except for the fact that the players charecter and npcs have horrible graphical glitches.
To give you an example:[Image:
2010 Nov 26
1
CoD: Black Ops - Runs Slow On Good Computer?
CoD: Black Ops - Runs Slow On Good Computer?
Hi,
Here is my system:
- Ubuntu 10.10 32bit Linux
- 3.0GHz Intel Core2Quad Extreme 4-core
- 8GB DDR2 RAM
- nVidia GeForce GT 240 1GB DDR5
- Current Wine 1.3.7
Game uses only Direct X 9
so am puzzled as to the poor performance?
Any tips to make it run faster?
(other than a faster computer)
Thanks!
Jesse
2019 Jun 21
13
[Bug 110955] New: Mesa 18.2.8 implementation error: Invalid GLSL version in shading_language_version()
https://bugs.freedesktop.org/show_bug.cgi?id=110955
Bug ID: 110955
Summary: Mesa 18.2.8 implementation error: Invalid GLSL version
in shading_language_version()
Product: Mesa
Version: 18.2
Hardware: x86 (IA32)
OS: Linux (All)
Status: NEW
Severity: minor
Priority: medium
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
On 24.05.2015 20:25, Ilia Mirkin wrote:
> I'm having a bit of trouble tracing through this. What happens if I
> have a shader that just does:
>
> gl_ClipDistance[0] = 1;
> gl_CullDistance[0] = 1;
>
> what does the resulting TGSI look like? (Assuming that clip plane 0 is
> enabled.) What about the generated nvc0 code (for the vertex shader)?
(hack up a patch for this,
2015 May 24
2
[RFC PATCH 00/11] Implement ARB_cull_distance
On 24.05.2015 21:36, Ilia Mirkin wrote:
> On Sun, May 24, 2015 at 3:30 PM, Tobias Klausmann
> <tobias.johannes.klausmann at mni.thm.de> wrote:
>>
>> On 24.05.2015 20:25, Ilia Mirkin wrote:
>>> I'm having a bit of trouble tracing through this. What happens if I
>>> have a shader that just does:
>>>
>>> gl_ClipDistance[0] = 1;
2013 Mar 05
3
[Bug 61854] New: [nv50]glClipPlane not clipping correctly for glsl
https://bugs.freedesktop.org/show_bug.cgi?id=61854
Priority: medium
Bug ID: 61854
Assignee: nouveau at lists.freedesktop.org
Summary: [nv50]glClipPlane not clipping correctly for glsl
Severity: normal
Classification: Unclassified
OS: Linux (All)
Reporter: bill at taniwha.org
Hardware: x86-64 (AMD64)
2014 Jan 10
0
commit 0a1479c829 breaks glsl-fs-lots-of-tex.shader_test on nv50/nvc0
On Thu, Jan 9, 2014 at 4:04 AM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> Hi Marek,
>
> I won't pretend to understand what's going on, but I just bisected a
> failure on tests/shaders/glsl-fs-lots-of-tex.shader_test in piglit
> between 9.1 and HEAD, and it landed on your commit. It's approximately
> the simplest shader known to man (esp at HEAD when all the
2010 Sep 28
0
[LLVMdev] OpenGL Shading Language (GLSL) front end using llvm
Hi All,
Sorry to bother all of you.
Currently I am developing OpenGL Shading Language (GLSL) front end as an
hobby.
Like clang it will generate LLVM IR. I have modified the ucc front end (
http://ucc.sourceforge.net/) to support GLSL language.
The parser of ucc is hand written and seems pretty fast. Currently 70-80%
work I have completed.
I will appreciate your feedbacks and I will be very thank
2016 Jul 24
1
[Bug 97067] New: WebGL: conformance/glsl/misc/shaders-with-invariance.html Fail
https://bugs.freedesktop.org/show_bug.cgi?id=97067
Bug ID: 97067
Summary: WebGL:
conformance/glsl/misc/shaders-with-invariance.html
Fail
Product: Mesa
Version: 11.2
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component:
2014 Apr 21
4
[Bug 77724] New: error: GLSL ES 3.00 is not supported. Supported versions are: 1.00 ES
https://bugs.freedesktop.org/show_bug.cgi?id=77724
Priority: medium
Bug ID: 77724
Assignee: nouveau at lists.freedesktop.org
Summary: error: GLSL ES 3.00 is not supported. Supported
versions are: 1.00 ES
Severity: blocker
Classification: Unclassified
OS: All
Reporter: pulkitnandan at gmail.com
2009 Aug 07
2
Oblivion regression exposed by video description patch
I found a regression in Oblivion that results in flickering shadows.It requires the video driver/description patch in order to see it, otherwise shadows don't work at all.Since the patch itself is probably not causing the issue, should I post a bug report?
I believe the issue may be in The Last Remnant as well, but I'm not sure it's the same issue (and it happens very infrequently,
2007 Oct 11
0
GLSL registry entry
I currently have the registry entry
HKEY_CURRENT_USER\Software\Wine\Direct3d\UseGLSL set to enabled, but I'm
getting behavior as if it weren't set - and when I change the setting,
for example to "disabled," there's no change in behavior. I know for
sure the path is right, because I also have VideoMemorySize set and that
works.
Is there some way to directly test GLSL