toddgrayson Posted December 3, 2014 Share Posted December 3, 2014 It looks like the terrain layers don't work properly when using an Intel GPU. Note: The first layer shows fine, but any additional layers won't paint. Note: I tested on a Microsoft Surface Pro 2 with an Intel 4400 GPU Link to comment Share on other sites More sharing options...
Josh Posted December 3, 2014 Share Posted December 3, 2014 It's working fine with these drivers: http://www.leadwerks.com/werkspace/topic/11150-intel-graphics-driver/ My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
toddgrayson Posted December 6, 2014 Author Share Posted December 6, 2014 Unfortunately those are desktop drivers. Even so I tried them and they installed on the Surface Pro 2, but they didn't work. Note: There may be differences between the desktop processor and the mobile/laptop ones Link to comment Share on other sites More sharing options...
toddgrayson Posted December 9, 2014 Author Share Posted December 9, 2014 I was able to resolve this by adding the following variables back into the Shaders\Edito\TerrainTools\paint.shader uniform int slotbit; uniform int channel; Todd Link to comment Share on other sites More sharing options...
Josh Posted December 9, 2014 Share Posted December 9, 2014 Those variables are not used in the shader at all though. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
toddgrayson Posted December 10, 2014 Author Share Posted December 10, 2014 Oops, sorry. I just commented out the top shader and uncommented the code code below it and it worked. When i looked it seemed that the only difference was the two variables i mentioned. After a closer examination it seems that it wasn't those at all but rather it was the texture() instead of the texture2d() that resolved the issue. I did some testes and it works great using texture. //vec4 current = texture2D(texture0,ex_texcoords0); vec4 current = texture(texture0,ex_texcoords0); The uncommented one works. Todd Link to comment Share on other sites More sharing options...
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