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Modification of asteroids and selenes
KludDate: Monday, 26.10.2015, 14:41 | Message # 16
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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.
 
Thomas988Date: Monday, 26.10.2015, 14:48 | Message # 17
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I've been meaning to say, this mod is awesome! I'm in love with your shaders, Klud. biggrin




All you need in life are space games and typhlosions.
 
Brett001Date: Monday, 26.10.2015, 15:48 | Message # 18
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Klud Rodrigo can not help?
 
FireintheholeDate: Tuesday, 27.10.2015, 11:00 | Message # 19
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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!
 
KludDate: Tuesday, 27.10.2015, 11:30 | Message # 20
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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
 
FireintheholeDate: Tuesday, 27.10.2015, 11:37 | Message # 21
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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. sad

Attachments: 1065441.log (13.4 Kb)





Love SpaceEngine!
 
JackDoleDate: Tuesday, 27.10.2015, 13:32 | Message # 22
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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
 
KludDate: Tuesday, 27.10.2015, 13:45 | Message # 23
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JackDole

Yes! Thanks! Where were my eyes!
 
JackDoleDate: Tuesday, 27.10.2015, 13:49 | Message # 24
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Klud

Thanks to you for this:




Attachments: 7823021.jpg (175.1 Kb) · 3731588.jpg (169.4 Kb)





Don't forget to look here.

 
KludDate: Tuesday, 27.10.2015, 14:06 | Message # 25
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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
 
FireintheholeDate: Tuesday, 27.10.2015, 14:20 | Message # 26
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Works now! Thank you Klud and JackDole smile




Love SpaceEngine!
 
KludDate: Tuesday, 27.10.2015, 14:22 | Message # 27
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Fine! smile
 
JackDoleDate: Tuesday, 27.10.2015, 14:54 | Message # 28
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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:


Attachments: 9451976.jpg (195.1 Kb)





Don't forget to look here.

 
CanleskisDate: Tuesday, 27.10.2015, 15:15 | Message # 29
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It's now working, no more crash. Thank you, beautiful mod smile
 
KludDate: Tuesday, 27.10.2015, 15:47 | Message # 30
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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. smile

P.S. Update done.


Edited by Klud - Tuesday, 27.10.2015, 16:22
 
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