HTOTM: FUSION
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
OpenGL 2.0 not supported
OpenGL 2.0 not supported
It says it all ... OpenGL 2.0 not supported
Je fixe les gens même lorsqu'ils s'en appercoivent...

Blame the fact that english is not my default language of communication...
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying camerapos is written to in the vertex shader but not read in the fragment shader.
Warning: varying texcoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying camerapos is written to in the vertex shader but not read in the fragment shader.
Warning: varying texcoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Fatal signal: Segmentation Fault (SDL Parachute Deployed)

Wow thats kinda long, anyone got any idea whats wrong?
Last edited by The_Legendary_Ninja; Nov 5, 2007 at 02:55 PM.
A Man Of The World...
  • Warning: varying color is written to in the vertex shader but not read in the fragment shader.
  • Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
  • The GLSL fragment shader will run in software - available number of texture instructions exceeded.
  • Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader
  • Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
  • Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.

    You also had an sdl parachute, but I think ^ those are the main errors in that text.
[SIGPIC][/SIGPIC]

<Ownzilas> Alright
<Ownzilas> 3'2 then
<Ownzilas> Half PID's dick.

so if i actually got lucky and made the shaders work, it'd be slow. i'll just wait on that one then. also fluid blood = 1 in my game, but its still the same bouncing dots of blood it always was, is that right? do i need shaders to get the delicious looking blood? hehehe
im gonna go start earning my sweet new belt ^_^ ty hampa
gonna eat the yellow one, tie the orange one around my head, and whatever color comes after that im gonna tie my gf up with it. >.>
-mage
No good here either.

failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
Shader linking:  Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking:  Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying color is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying camerapos is written to in the vertex shader but not read in the fragment shader.
Warning: varying texcoord is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
<( O )>
im bout to drop a geforce 6800 (i thinkz) into my box in place of my ATI Radeon 9600...we'll see if it helps o.o