... doesn't works!!!
could you point out the check on the water code that disable it? I know it could load!
dynamic water on radeon xt 1600
Moderator: Moderators
messing around with extension:
I've found that it checks the ARB_texture_float whether my card supports the ATI_texture_float
(damn ATI)
from internet:
How is this extension different from the ATI_texture_float
extension?
This extension expands on the definition of float16 values
and adds a query to determine if the components of a texture
are stored as floats
I've tried to ghange the check for compatibility, but spring crashes with:
Spring datadir warning: No such file or directory
is there a way to make this more verbose? stracing the file kills the pc
I've found that it checks the ARB_texture_float whether my card supports the ATI_texture_float
(damn ATI)
from internet:
How is this extension different from the ATI_texture_float
extension?
This extension expands on the definition of float16 values
and adds a query to determine if the components of a texture
are stored as floats
I've tried to ghange the check for compatibility, but spring crashes with:
Spring datadir warning: No such file or directory
is there a way to make this more verbose? stracing the file kills the pc
"Spring datadir warning" sounds like code that should only be executed on linux, so if you are on linux you probably don't have a complete set of files.
EDIT: I should read better... maybe this is missing: http://taspring.clan-sy.com/temp/bitmaps.zip (dynamic water bitmaps)
EDIT: I should read better... maybe this is missing: http://taspring.clan-sy.com/temp/bitmaps.zip (dynamic water bitmaps)
ok, was a problem in configuration. I had the game data on the wrong path (including the bitmap.zip)
still, it crashes on start, without any clue (segmentation fault)
I couldn't try on windows as I don't have visual studio and boost (and Im on a 64k on the week ends).
the change I've done was in Resource/Env/BaseWater.cpp
GLEW_ARB_texure_float in (GLEW_ARB_texture_float || GLEW_ATI_texture_float)
the crash could by by the linux drivers (but xgl/compiz works) or in the shader, as the ati extensions uses only 16 bit float.
still, it crashes on start, without any clue (segmentation fault)
I couldn't try on windows as I don't have visual studio and boost (and Im on a 64k on the week ends).
the change I've done was in Resource/Env/BaseWater.cpp
GLEW_ARB_texure_float in (GLEW_ARB_texture_float || GLEW_ATI_texture_float)
the crash could by by the linux drivers (but xgl/compiz works) or in the shader, as the ati extensions uses only 16 bit float.
cain i suggest You test this version of ATI OpenGL from hotfixed 6.4 drivers
http://support.ati.com/ics/support/defa ... onID=22263
OpenGL build is 5820 (Catalyst 6.5 beta is 8519) and final 6.5 is NOT gunna to contain hotfix code changes that will happen in 6.6 or 6.7 ...
i experienced some FPS increase and smoothness across all OpenGL games ...
http://support.ati.com/ics/support/defa ... onID=22263
OpenGL build is 5820 (Catalyst 6.5 beta is 8519) and final 6.5 is NOT gunna to contain hotfix code changes that will happen in 6.6 or 6.7 ...
i experienced some FPS increase and smoothness across all OpenGL games ...
