Shadows …again

nooo 8O



but i have weak laptop with intel GMA… is my laptop discriminated? :roll:



seriously, i just hoped that it will work.

Not sure GLSL 1.0 support the const keyword neither. I’ll remove it tonight and we’ll see.

ok i removed the const key word could you guys test?

Removing the const keyword didn’t make it.

I changed the array initialization to 12 vec2… ugly…but according to various post this kind of initialization is valid GLSL syntax but is not implemented on mac…

Someone could test the testPssm on osx please?

@nehon said:
Removing the const keyword didn't make it.
I changed the array initialization to 12 vec2... ugly...but according to various post this kind of initialization is valid GLSL syntax but is not implemented on mac...
Someone could test the testPssm on osx please?


Is this the reason you were passing in the sample sphere in SSAO? I figured there must be a reason for it... this one seems like it may have been why. I know it sounds silly... but why not pass in the Poisson Disk and bypass the problem?
@t0neg0d said:
Is this the reason you were passing in the sample sphere in SSAO? I figured there must be a reason for it... this one seems like it may have been why. I know it sounds silly... but why not pass in the Poisson Disk and bypass the problem?

Yeah, that was the other option...only thing is that it use GPU bandwidth and some uniforms...which are limited in number...So i wanted to try the 12 vec2 declaration first.
I didn't remember i did this for SSAO, but that might be it. Inlining the for loop in SSAO would bloat the code a lot though, i can't do the same as here.
Here it's just 12 consecutive fetches...

Anyway w/e trick it's ugly....

I've gathered several posts where people have this kind of trouble on mac even if this declaration/construction seems to be supported according to glsl specs. Like this one
http://newsgroups.derkeiler.com/Archive/Comp/comp.graphics.api.opengl/2008-05/msg00014.html

even on the apple mailing list
http://lists.apple.com/archives/mac-opengl/2008/Oct/msg00071.html
and the answer
http://lists.apple.com/archives/mac-opengl/2008/Oct/msg00072.html

I guess this is good time for a big fat hack ;)
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@nehon sorry for the late answer, but I have not been able to test until now and I can confirm that the current nightly version works! Thanks for the fix!