Polymer compatibility

From EDukeWiki
Revision as of 07:36, 17 May 2009 by 82.66.244.230 (talk) (Created page with 'Please add the following information to this page if you're having feature problems with polymer: Your name Description of your problems Your GPU Your driver version and oper…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Please add the following information to this page if you're having feature problems with polymer:

Your name

Description of your problems

Your GPU

Your driver version and operating system

Your EDuke32 version (copied from the first line of eduke32.log)

The output of the "glinfo" command typed in the EDuke32 console (copy it from eduke32.log after closing the game)

Did you see any "Failed to compile GPU program..." messages in your eduke32.log after feature x didn't work? Please copy them here.

Here's a first example, just copy it and replace with your information:

Plagman

My problems:

Everything works fine since I'm using an NVIDIA card.

My graphics card:

NVIDIA Quadro FX 5800 with 4GB RAM.

My driver version and operating system:

Driver 190.02 for Linux x86

My EDuke32 version:

EDuke32 2.0.0devel 20090428

My GPU caps:

OpenGL Information:

Version:  3.1.0 NVIDIA 190.02
Vendor:   NVIDIA Corporation
Renderer: Quadro FX 570/PCI/SSE2
Maximum anisotropy:      16.0
BGRA textures:           supported
Non-x textures:        supported
Texure compression:      supported
Clamp-to-edge:           supported
Multisampling:           supported
Nvidia multisample hint: supported
ARBfp fragment programs: supported
Depth textures:          supported
Shadow textures:         supported
Frame Buffer Objects:    supported
Rectangle textures:      supported
Multitexturing:          supported
env_combine:             supported
Vertex Buffer Objects:   supported
Shader Model 4:          supported
Extensions:
  GL_ARB_color_buffer_float GL_ARB_compatibility
  GL_ARB_copy_buffer GL_ARB_depth_buffer_float
  GL_ARB_depth_texture GL_ARB_draw_buffers
  GL_ARB_draw_instanced GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
  GL_ARB_half_float_pixel GL_ARB_half_float_vertex
  GL_ARB_framebuffer_object GL_ARB_geometry_shader4
  GL_ARB_imaging GL_ARB_map_buffer_range
  GL_ARB_multisample GL_ARB_multitexture
  GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters GL_ARB_point_sprite
  GL_ARB_shadow GL_ARB_shader_objects
  GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
  GL_ARB_texture_buffer_object GL_ARB_texture_compression
  GL_ARB_texture_cube_map GL_ARB_texture_env_add
  GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
  GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
  GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
  GL_ARB_texture_rg GL_ARB_transpose_matrix
  GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object
  GL_ARB_vertex_program GL_ARB_vertex_shader
  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_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_bindable_uniform
  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_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats
  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_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_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_integer
  GL_EXT_texture_lod GL_EXT_texture_lod_bias
  GL_EXT_texture_mirror_clamp GL_EXT_texture_object
  GL_EXT_texture_sRGB GL_EXT_texture_swizzle
  GL_EXT_texture_shared_exponent GL_EXT_timer_query
  GL_EXT_vertex_array GL_EXT_vertex_array_bgra
  GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
  GL_KTX_buffer_region GL_NV_blend_square
  GL_NV_copy_depth_to_color GL_NV_depth_buffer_float
  GL_NV_conditional_render GL_NV_depth_clamp
  GL_NV_explicit_multisample GL_NV_fence
  GL_NV_float_buffer GL_NV_fog_distance
  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_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_texgen_reflection
  GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
  GL_NV_texture_expand_normal GL_NV_texture_rectangle
  GL_NV_texture_shader GL_NV_texture_shader2
  GL_NV_texture_shader3 GL_NV_transform_feedback
  GL_NV_vertex_array_range GL_NV_vertex_array_range2
  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_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load
  GL_SGIS_generate_mipmap GL_SGIS_texture_lod
  GL_SGIX_depth_texture GL_SGIX_shadow
  GL_SUN_slice_accum 

Are some GPU programs failing to compile?

Nope.