Author Topic: Season's Greets from FBSL!  (Read 7049 times)

Mike Lobanovsky

  • Guest
Season's Greets from FBSL!
« on: December 18, 2016, 05:35:14 AM »
This project is fairly large for an application written entirely in BASIC (~3.8K lines of predominantly OOP code) so I decided to narrow down my submission to an executable only.

I also apologize to those who won't be able to run this GLSL program on their machines. Christmas time would probably be the best time to pamper oneself with a nice little present, a budget discrete graphics accelerator card from nVidia or ATi. :)

Merry Christmas, guys!

« Last Edit: December 18, 2016, 05:37:01 AM by Mike Lobanovsky »

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #1 on: December 18, 2016, 07:42:42 AM »
Do I need a new version of FBSL, or just a new graphics card?
Merry Christmas, Mike ;-)

Code: [Select]
Generating fractal tree ........................................ done
Error: bad frame buffer config
Error: bad frame buffer config for resolve
shaderCompileFromFile(): Unable to compile .\shaders\basic_vertex.glsl: ERROR: 0:2: '' :  extension
'GL_EXT_gpu_shader4' is not supported


shaderCompileFromFile(): Unable to compile .\shaders\basic_fragment.glsl: ERROR: 0:2: '' :  extensio
n 'GL_ARB_draw_buffers' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_gpu_shader4' is not supported


Failed to link program: Link called without any attached shader objects.

Compiling deferred shaders
shaderCompileFromFile(): Unable to compile .\shaders\def_shade_vertex.glsl: ERROR: 0:2: '' :  extens
ion 'GL_EXT_gpu_shader4' is not supported


shaderCompileFromFile(): Unable to compile .\shaders\def_shade_fragment.glsl: ERROR: 0:2: '' :  exte
nsion 'GL_ARB_draw_buffers' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_gpu_shader4' is not supported


Failed to link program: Link called without any attached shader objects.

Compiling fullscreen shaders
shaderCompileFromFile(): Unable to compile .\shaders\pp_vertex.glsl: ERROR: 0:2: '' :  extension 'GL
_EXT_gpu_shader4' is not supported


shaderCompileFromFile(): Unable to compile .\shaders\filter_fragment.glsl: ERROR: 0:2: '' :  extensi
on 'GL_ARB_draw_buffers' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_gpu_shader4' is not supported
ERROR: 0:26: 'textureSize2D' : no matching overloaded function found (using implicit conversion)


Failed to link program: Link called without any attached shader objects.

shaderCompileFromFile(): Unable to compile .\shaders\display_fragment.glsl: ERROR: 0:2: '' :  extens
ion 'GL_ARB_draw_buffers' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_gpu_shader4' is not supported


Failed to link program: Link called without any attached shader objects.

shaderCompileFromFile(): Unable to compile .\shaders\reflection_fragment.glsl: ERROR: 0:2: '' :  ext
ension 'GL_ARB_draw_buffers' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_gpu_shader4' is not supported


Failed to link program: Link called without any attached shader objects.

Compiling deferred point light shaders
shaderCompileFromFile(): Unable to compile .\shaders\def_shade_pt_vertex.glsl: ERROR: 0:2: '' :  ext
ension 'GL_EXT_gpu_shader4' is not supported


shaderCompileFromFile(): Unable to compile .\shaders\def_shade_pt_fragment.glsl: ERROR: 0:2: '' :  e
xtension 'GL_ARB_draw_buffers' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_gpu_shader4' is not supported


shaderCompileFromFile(): Unable to compile .\shaders\def_shade_pt_geometry.glsl: ERROR: 0:2: '' :  e
xtension 'GL_EXT_gpu_shader4' is not supported
ERROR: 0:3: '' :  extension 'GL_EXT_geometry_shader4' is not supported
ERROR: 0:15: 'vec3' : syntax error parse error


[02394] [BUFFER] Error &H64: called object isn't a function

Press any key to continue...

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #2 on: December 18, 2016, 02:20:30 PM »
Merry Christmas, Jochen! :)

These messages from the GLSL compiler signify that your OpenGL support is very, very basic.

You may try to download and install the latest GPU driver available for your particular chip from your vendor (presumably Intel?) but I am not sure if that's gonna actually help. nVidia is Number One in the industry with ATi following closely behind as Number Two while all the rest are unfortunately numbers zero. Their graphics acceleration is barely sufficient to cater for Windows Aero only.

A discrete graphics card from nVidia or ATi would be the best solution. Both of them offer a wide range of desktop PC graphics accelerators in the first place but laptop solutions are also available.

You don't need any upgrades for the executable proper. It is compiled with the latest FBSL v3.5 though the script itself was written in the times of, and was fully functional under, FBSL v3.4.10.
« Last Edit: December 18, 2016, 02:23:02 PM by Mike Lobanovsky »

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #3 on: December 18, 2016, 06:48:13 PM »
nVidia is Number One in the industry with ATi

NVIDIA GeForce 610M on an Intel Core i5.

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #4 on: December 18, 2016, 07:43:52 PM »
So what Jochen? Do you mean that's what you have and that's what refuses to swallow my code? :)

If so then goto nVidia, make sure you have the latest Java installed and click Auto-Detect Your GPU. It will examine what's really there in your laptop and if satisfied with the findings, it will suggest the best and newest driver it has in stock for your configuration. Don't put on airs and let it download and install the driver for you. You'll be amazed with the results when done. :)

And after all, if for some reason you aren't satisfied with the results you get, which is highly unlikely tho, you can always roll back to what you had before like you normally can with any new driver you're installing.

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #5 on: December 18, 2016, 08:43:30 PM »
goto nVidia, make sure you have the latest Java installed and click Auto-Detect Your GPU. It will examine what's really there in your laptop and if satisfied with the findings, it will suggest the best and newest driver it has in stock for your configuration.

See below. The driver comes from here:

Code: [Select]
Version 376.33 - WHQL
Release Date Wed Dec 14, 2016
Operating System Windows 7 64-bit

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #6 on: December 18, 2016, 09:26:30 PM »
Jochen, my friend,

Probably ZXDunny's brainwash has affected you more than was really necessary: your latest teletype communication style is too cryptic and uninformative. The screenie I'm seeing beneath your post looks like a very base immediate mode OpenGL sample run through MS Windows own medieval default OpenGL v1.1 software renderer (included only for gigs because OpenGL is, and has always been, a winning competitor to their own DirectX stuff), rather than a decent GLSL application.

Do you mean to say you've got that 376.33 driver installed but still can't run my application? Have you had NVIDIA Control Center installed along with this driver? Does its nVidia icon show up in the tray notification area of your Taskbar?


[ADD] If you still can't run my Xmas Tree then will you also try the following animated Julia script which is a very, very basic (though beautiful) GLSL application? It runs for me @30 FPS w/ 0% CPU and 13% GPU full screen even on my kitchen toaster, let alone the PCs of OxygenBasic community members.

If you can't run this one either then I'm afraid you must be in some serious trouble with your Win 7 laptop, Jochen... :(
« Last Edit: December 18, 2016, 09:53:24 PM by Mike Lobanovsky »

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #7 on: December 18, 2016, 10:06:12 PM »
JuliaParticles runs fine. The other one gives the same error messages with the latest NVIDIA driver. And yes, control panel and icon are there. What is GLSL, a Windows component?

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #8 on: December 18, 2016, 10:39:01 PM »
Glad to hear you can run at least basic GLSL applications.

GLSL is part of OpenGL specification that allows HW accelerated graphics operations to be executed in parallel on the multiple kernels of a modern GPU. Your particular GPU chip (more business- than game-oriented) has 40 such parallel processors while each one of my two GPUs has nearly 200 of them -- and that's a pretty low budget solution for a modern gaming PC. Evidently nVidia drivers (regardless of their version number) targeted at mobile GPU chips of the GT (M) series lack certain front end features (called "extensions") that are readily available in the (overclockable) GTX drivers like mine.

The GLSL compiler is not a regular Windows component, but rather a part of nVidia/ATi driver installation. Windows DirectX has its counterpart called HLSL. The two aren't shader source code compatible. While GLSL looks pretty much like ANSI C (see the shaders inside my zips), HLSL would look more like some weird assembly. The GLSL compiler is however capable of translating some very simple HLSL sources to GLSL compatible code.

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #9 on: December 19, 2016, 12:08:27 AM »
OK, I keep learning.

PrintLine "[", rv(glGetString, GL_VERSION), "]" returns [3.1.0 - Build 8.15.10.2418]

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #10 on: December 19, 2016, 02:30:51 AM »
It's good to know your config supports OpenGL 3.1. IIRC GL_EXT_gpu_shader4 (it pertains to the so called "geometry shaders" that allow 3D vertices to be generated on the fly directly on the GPU rather than manipulate only the vertices that were pre-generated in the form of a 3D model) has been promoted from "EXTensions" to the core functionality in OpenGL 3.0. I'll experiment tomorrow evening a little to see if the code can be modded to work using core OpenGL only.

It may eventually happen that you'll be able to see my Christmas Tree on your desktop in the long run. :)

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #11 on: December 19, 2016, 08:31:52 AM »
It may eventually happen that you'll be able to see my Christmas Tree on your desktop in the long run. :)

That would be a very special Christmas present, Mike, but don't put too much effort in this - you should be running around organising presents for kids, grandsons+daughters, little nephews etc...!

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #12 on: December 19, 2016, 11:01:05 AM »
Oh Jochen,

I can't physically be "running around" any more nor do I have any daughters or nephews, but I do have grandchildren. But I still can cheat a little: there are two official Christmases in my country, one Catholic and another one, Orthodox. :)

I need a little help from you. Can you please run a little script for me that's in the zip below? It will poll your OpenGL/GLSL capabilities and I hope I'll be able to adjust the shaders accordingly. Regretfully geometry shaders have been moved to core OpenGL starting with v3.2 only but the extension options may still be hidden somewhere in your driver under different names.

The script code is as follows:

Code: [Select]
#AppType Console

#DllImports OpenGL32

#Include <Include\Windows.inc>
#Include ".\COGLApp12.inc"

#Define GL_VENDOR &H1F00
#Define GL_RENDERER &H1F01
#Define GL_VERSION &H1F02
#Define GL_EXTENSIONS &H1F03
#Define GL_SHADING_LANGUAGE_VERSION 0x8B8C

Dim Viewer As New COGLApp12 // OpenGL context must be available and initialized before the calls

Declare wglGetExtensionsStringARB()
Declare wglGetExtensionsStringEXT()

AddressOf wglGetExtensionsStringARB = wglGetProcAddress("wglGetExtensionsStringARB")
AddressOf wglGetExtensionsStringEXT = wglGetProcAddress("wglGetExtensionsStringEXT")

Print "Vendor:     ", ToString(glGetString(GL_VENDOR))
Print "Renderer:   ", ToString(glGetString(GL_RENDERER))
Print "Version:    ", ToString(glGetString(GL_VERSION))
Print "GLSL:       ", ToString(glGetString(GL_SHADING_LANGUAGE_VERSION))
Print "----------------------------------------"
Print "GL Extensions List:", CRLF, "===================", CRLF, ToString(glGetString(GL_EXTENSIONS))
Print "----------------------------------------"
If AddressOf wglGetExtensionsStringARB AndAlso Asc(ToString(wglGetExtensionsStringARB())) Then
  Print "WGL Extensions List: (via ARB)", CRLF, "==============================", CRLF, ToString
  Print "----------------------------------------"
End If
If AddressOf wglGetExtensionsStringEXT AndAlso Asc(ToString(wglGetExtensionsStringEXT())) Then
  Print "WGL Extensions List: (via EXT)", CRLF, "==============================", CRLF, ToString
  Print "----------------------------------------"
End If

Delete Viewer // Destroy COGLApp12 instance with its OpenGL context

Pause

and my typical output under XP Sp3 is as follows: (my Win 7+ capabilities are still considerably stronger)

Vendor:     NVIDIA Corporation
Renderer:   GeForce GTX 550 Ti/PCIe/SSE2
Version:    4.5.0 NVIDIA 368.81
GLSL:       4.50 NVIDIA
----------------------------------------
GL Extensions List:
===================
GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended G
L_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_colo
r_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_dept
h GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB
_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL
_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_dr
aw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_dr
aw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_
compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_loc
ation GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_AR
B_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffe
r_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_textur
e_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixe
l GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_
internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignm
ent GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_m
ultitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pip
eline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB
_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_acc
ess_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map
 GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_AR
B_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_loa
d_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage
_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lo
d GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB
_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_te
xturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL
_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_tex
ture_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_mirro
r_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_o
f_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_r
g GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_mu
ltisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 G
L_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_que
ry 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_v
ertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_bl
end_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_st
ate_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_frameb
uffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shad
er4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_st
encil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL
_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EX
T_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shade
r_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EX
T_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compress
ion_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_anis
otropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clam
p GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decod
e GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT
_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_r
asterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_err
or GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_
draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_squ
are GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compa
tibility 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_coverag
e GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 G
L_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_hal
f_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occl
usion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_registe
r_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_s
hader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier G
L_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rect
angle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_N
V_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_arra
y_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program G
L_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_N
VX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advance
d GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accu
m GL_WIN_swap_hint WGL_EXT_swap_control
----------------------------------------
WGL Extensions List: (via EXT)
==============================
WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_r
obustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_
multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture W
GL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_E
XT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control
 WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer
 WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
----------------------------------------

Press any key to continue...



I deliberately didn't Split() the list into lines to squeeze it into a fraction of one console screenful.

I could've added conditional compilation of shaders depending on the current capabilities of any PC or laptop the app is running on but that would've been too much of a PITA on the Xmas/New Year Eve. :) So, I guess I'd rather re-adjust it for a typical laptop equipped with a budget nVidia card based on your feedback.

TIA

jj2007

  • Guest
Re: Season's Greets from FBSL!
« Reply #13 on: December 19, 2016, 11:10:52 AM »
Can you please run a little script for me that's in the zip below?

Which language is that? I tried fbsl but no windows.inc there...

Mike Lobanovsky

  • Guest
Re: Season's Greets from FBSL!
« Reply #14 on: December 19, 2016, 11:13:53 AM »
Hehe Jochen,

The application is in the zip below the post. You need an FBSL v3.5 installation and a COGLApp.inc file to run it from the script. Please use the precompiled app.

TIA