Title: Fragmentation on Raspberry-pi Post by: ker2x on June 29, 2012, 03:51:22 PM yay :embarrass:
i received my raspberry-pi. it compiled and it run but i have 2 error. When i run fragmentarium (default mandelbulb.frag loading) it say : Code: QGLFramebufferObject: Framebuffer incomplete attachment. when i run mandelbrot.frag : it loop with this error : Mesa 7.7.1 implementation error: Infinite loop detected in fragment program Any idea ? :) Title: Re: Fragmentation on Raspberry-pi Post by: ker2x on June 29, 2012, 03:53:14 PM Simple 2D System.frag is working :D
Title: Re: Fragmentation on Raspberry-pi Post by: ker2x on June 29, 2012, 04:08:40 PM Simple 2D Escape time fractal.frag is working too
enjoy the photography of a raspberry pi running fragmentarium : http://photochrome.over-blog.com/fragmentarium-on-raspberry-pi Title: Re: Fragmentation on Raspberry-pi Post by: Syntopia on June 29, 2012, 04:23:38 PM Wow, you got Fragmentarium running on a Raspberry-Pi? Amazing.
How fast is that Mandelbrot (you can see FPS when running in continous mode)? Code: QGLFramebufferObject: Framebuffer incomplete attachment. it loop with this error : Mesa 7.7.1 implementation error: Infinite loop detected in fragment program Any idea ? :) Not sure about the Framebufferobject, but perhaps floating point textures are not supported? What about the "2D systems/Game of Life.frag" - does this run? What if you change buffers to: "#buffer RGBA8"? >> it loop with this error : Mesa 7.7.1 implementation error: Infinite loop detected in fragment program Perhaps loop iteration count needs to be determinable at compile time? (This is required by OpenGL ES). Try locking the MaxRaySteps in the 'Raytracer' tab (click the padlock) and recompile. Title: Re: Fragmentation on Raspberry-pi Post by: ker2x on June 29, 2012, 05:12:58 PM i noticed i'm running in OpenGL Software mode. I need to learn more to see what i can do about that and how to enable hardware acceleration.
Rendering Simple 2D Escape time fractal.frag take more than a mn to render a single frame and the cpu is at 100%. can't run game of life : Could not create fragment shader: Error: Preprocessor error Error: failed to preprocecess the source. Title: Re: Fragmentation on Raspberry-pi Post by: ker2x on June 29, 2012, 06:02:02 PM No GL_OES_texture_float
Code: EGL Title: Re: Fragmentation on Raspberry-pi Post by: Syntopia on June 29, 2012, 11:20:15 PM i noticed i'm running in OpenGL Software mode. I need to learn more to see what i can do about that and how to enable hardware acceleration. Rendering Simple 2D Escape time fractal.frag take more than a mn to render a single frame and the cpu is at 100%. Ouch. As far as I can tell the Raspberry Pi might only support OpenGL ES, and not desktop OpenGL (where MESA software emulation is used instead). Since Fragmentarium uses immediate mode OpenGL and the OpenGL matrix stacks for the 3D camera movements, a lot would have to be rewritten. What a shame. Title: Re: Fragmentation on Raspberry-pi Post by: David Makin on June 30, 2012, 01:12:55 AM Ouch. As far as I can tell the Raspberry Pi might only support OpenGL ES, and not desktop OpenGL (where MESA software emulation is used instead). Since Fragmentarium uses immediate mode OpenGL and the OpenGL matrix stacks for the 3D camera movements, a lot would have to be rewritten. What a shame. OpenGL ES2.0 I think....plenty good enough provided the formulas aren't too large ;) Title: Re: Fragmentation on Raspberry-pi Post by: David Makin on June 30, 2012, 01:13:39 AM Of course by formulas here I mean shader fragments. |