Modification of asteroids and selenes
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Klud | Date: Monday, 26.10.2015, 14:41 | Message # 16 |
Astronaut
Group: Users
Russian Federation
Messages: 72
Status: Offline
| As we see in the existing .log's:
[MT] Vendor: Intel [MT] Renderer: Intel® HD Graphics 4400 [MT] Driver version: 10.18.15.4256 [MT] OpenGL version: 4.3.0 - Build 10.18.15.4256
[MT] Vendor: ATI Technologies Inc. [MT] Renderer: ASUS EAH6670 Series [MT] Driver version: 8.861.0.0 [MT] OpenGL version: 4.4.12874 Compatibility Profile Context 8.861.0.0
[MT] Vendor: ATI Technologies Inc. [MT] Renderer: ASUS R7 250X Series [MT] Driver version: 15.201.1001.0 [MT] OpenGL version: 4.4.12874 Compatibility Profile Context 15.201.1001.0
[MT] Vendor: ATI Technologies Inc. [MT] Renderer: AMD Radeon HD 7800 Series [MT] Driver version: 15.200.1062.1004 [MT] OpenGL version: 4.4.12874 Compatibility Profile Context 15.200.1062.1004
From russian forum: [MT] Vendor: ATI Technologies Inc. [MT] Renderer: AMD Radeon HD 7800 Series [MT] Driver version: 15.201.1151.1005 [MT] OpenGL version: 4.5.13399 Compatibility Profile Context 15.201.1151.1005
Because of these statistics shows that the error occurs on the graphics subsystem Intel and AMD with different versions of the drivers. Error is everywhere the same:
[MT] ERROR: Compiling shader "system/shaders/tg_spiral_galaxy.glsl": Fragment shader failed to compile with the following errors: ERROR: 0:1327: error(#132) Syntax error: "=" parse error ... [MT] ERROR: Compiling shader "system/shaders/tg_sun_height.glsl": Fragment shader failed to compile with the following errors: ERROR: 0:1327: error(#132) Syntax error: "=" parse error ...
The files specified in the error irrelevant to the this mod. The connection between this mod, and an error of syntax in other files is mysterious. Perhaps this is a manifestation of an unexpected feature of the functioning of the driver.
While there is nothing more to say.
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Thomas988 | Date: Monday, 26.10.2015, 14:48 | Message # 17 |
Space Pilot
Group: Users
United States
Messages: 125
Status: Offline
| I've been meaning to say, this mod is awesome! I'm in love with your shaders, Klud.
All you need in life are space games and typhlosions.
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Brett001 | Date: Monday, 26.10.2015, 15:48 | Message # 18 |
Space Pilot
Group: Users
Hungary
Messages: 84
Status: Offline
| Klud Rodrigo can not help?
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Fireinthehole | Date: Tuesday, 27.10.2015, 11:00 | Message # 19 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Is there any way to fix this? The mod looks really pretty and I really hope SpaceEngineer put this as default in SE, as it looks far more realistic.
Love SpaceEngine!
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Klud | Date: Tuesday, 27.10.2015, 11:30 | Message # 20 |
Astronaut
Group: Users
Russian Federation
Messages: 72
Status: Offline
| Quote Brett001 ( ) Klud Rodrigo can not help?
Most likely no. If there was an error in logic or syntax, the mod would not work at all.
I was wrong, one of the files modified by me to interact with the files from the error description. But the specifics of influence remains unclear.
For the experiment, you can try to temporarily move all the contents of SE\system\shaders\ somewhere else and unpack the contents of This archive into SE. Then run SE and post the result (an error or not). Then all the moved can return to their place.
Edited by Klud - Tuesday, 27.10.2015, 13:53 |
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Fireinthehole | Date: Tuesday, 27.10.2015, 11:37 | Message # 21 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Quote Klud ( ) For the experiment, you can try to temporarily move all the contents of SE\system\shaders\ somewhere else and unpack the contents of This archive into SE. Then run SE and post the result (an error or not). Then all the moved can return to their place. No difference.
Love SpaceEngine!
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JackDole | Date: Tuesday, 27.10.2015, 13:32 | Message # 22 |
Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| Klud,
try this:
Code //-----------------------------------------------------------------------------
// "iqTurbulence" function by Inigo Quilez // http://www.iquilezles.org , http://www.decarpentier.nl/scape-procedural-basics
//float iqTurbulence(vec3 point, int octaves, float lacunarity = 2.0, float gain = 0.5) float iqTurbulence(vec3 point, int octaves, float lacunarity, float gain) { float summ = 0.5; float freq = 1.0, amp = 1.0; vec2 dsum = vec2(0.0, 0.0); for (int i=0; i < octaves; i++) { vec4 n = NoiseDeriv(point * freq); dsum += n.yz; summ += amp * n.x / (1 + dot(dsum, dsum)); freq *= lacunarity; amp *= gain; } return summ; }
Don't forget to look here.
Edited by JackDole - Tuesday, 27.10.2015, 13:35 |
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Klud | Date: Tuesday, 27.10.2015, 13:45 | Message # 23 |
Astronaut
Group: Users
Russian Federation
Messages: 72
Status: Offline
| JackDole
Yes! Thanks! Where were my eyes!
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JackDole | Date: Tuesday, 27.10.2015, 13:49 | Message # 24 |
Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| Klud
Thanks to you for this:
Don't forget to look here.
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Klud | Date: Tuesday, 27.10.2015, 14:06 | Message # 25 |
Astronaut
Group: Users
Russian Federation
Messages: 72
Status: Offline
| There were discrepancies in sintax.
Corrections are made, the links are updated. Those with errors, please test and post the results.
Edited by Klud - Tuesday, 27.10.2015, 14:21 |
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Fireinthehole | Date: Tuesday, 27.10.2015, 14:20 | Message # 26 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Works now! Thank you Klud and JackDole
Love SpaceEngine!
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Klud | Date: Tuesday, 27.10.2015, 14:22 | Message # 27 |
Astronaut
Group: Users
Russian Federation
Messages: 72
Status: Offline
| Fine!
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JackDole | Date: Tuesday, 27.10.2015, 14:54 | Message # 28 |
Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| Klud,
Are you sure that's right? This overwrites the values passed to the function!
Code float iqTurbulence(vec3 point, int octaves, float lacunarity, float gain) { gain = 0.5; // ???? lacunarity = 2.0; // ???? float summ = 0.5; float freq = 1.0, amp = 1.0; vec2 dsum = vec2(0.0, 0.0); for (int i=0; i < octaves; i++) { vec4 n = NoiseDeriv(point * freq); dsum += n.yz; summ += amp * n.x / (1 + dot(dsum, dsum)); freq *= lacunarity; amp *= gain; } return summ; }
And the asteroid now looks like this:
Don't forget to look here.
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Canleskis | Date: Tuesday, 27.10.2015, 15:15 | Message # 29 |
Space Pilot
Group: Users
France
Messages: 117
Status: Offline
| It's now working, no more crash. Thank you, beautiful mod
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Klud | Date: Tuesday, 27.10.2015, 15:47 | Message # 30 |
Astronaut
Group: Users
Russian Federation
Messages: 72
Status: Offline
| Quote JackDole ( ) Are you sure that's right? This overwrites the values passed to the function!
Yes, you're right, it is not correct, is not working properly.This is not the same as what was in the first case. Now it will be changed.
Thanks again.
P.S. Update done.
Edited by Klud - Tuesday, 27.10.2015, 16:22 |
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