From: John Stone (johns_at_ks.uiuc.edu)
Date: Tue Apr 10 2007 - 10:22:57 CDT

Daniel,
  Excellent news.
The remaining 'texcolor' warning is harmless. The 'texcolor' variable
is indeed always set, but the GLSL compiler can't determine that from a
static code analysis during compilation, thus the warning. I've considered
adding an initializer for texcolor to eliminate the warning, but it would
make the shader run slightly slower. If you unset VMDGLSLVERBOSE, you'll
no longer see the warning.

Can you post a link to VMD-L about how you modded your driver? I think
that many other laptop users might find that interesting/helpful.

Cheers,
  John Stone
  vmd_at_ks.uiuc.edu

On Tue, Apr 10, 2007 at 11:11:36AM -0400, daniel aguayo wrote:
> Tks John
> I modded the 93.71 nvidia drivers to works with my nvidia 7900 go gts.
> Now its working OK. Just this error
> >> Info) (65) : warning C7050: "texcolor" might be used before being
> >> initialized
>
>
> Tks a lot
> Daniel Aguayo V.
>
> On 4/10/07, John Stone <johns_at_ks.uiuc.edu> wrote:
> >
> >Hi Daniel,
> > Yeah, that's an internal GLSL compiler bug with the driver version
> >you're using. You'll want to report that on the NVIDIA support group
> >and see if there's a newer driver you can use, or for that matter even
> >an older driver that doesn't contain this bug. I have a list of older
> >driver versions that I tested with VMD that worked well for me, if you want
> >I could send you driver numbers in the 8xxx series that had correctly
> >operating GLSL compilers.
> >
> >Cheers,
> > John Stone
> > vmd_at_ks.uiuc.edu
> >
> >On Tue, Apr 10, 2007 at 02:21:34AM -0400, daniel aguayo wrote:
> >> Hi John
> >> I updated the nvidia driver to 92.77 (the last avalaible for my card)
> >> and know i have this error log.
> >> I hope its help
> >> Thanks
> >> Daniel Aguayo V.
> >>
> >> gforce 7900 Go on dell's xps m1710
> >>
> >> Info) VMD for WIN32, version 1.8.6 (April 7, 2007)
> >> Info) http://www.ks.uiuc.edu/Research/vmd/
> >> Info) Email questions and bug reports to vmd_at_ks.uiuc.edu
> >> Info) Please include this reference in published work using VMD:
> >> Info) Humphrey, W., Dalke, A. and Schulten, K., `VMD - Visual
> >> Info) Molecular Dynamics', J. Molec. Graphics 1996, 14.1, 33-38.
> >> Info) -------------------------------------------------------------
> >> Info) Free system memory: 564MB (55%)
> >> Info) OpenGL renderer: GeForce Go 7900 GS/PCI/SSE2
> >> Info) Features: STENCIL MDE CVA MTX NPOT PP PS GLSL(OVF)
> >> Info) OpenGL shader linkage log:
> >> Info) Fragment info
> >> Info) -------------
> >> Info) (65) : warning C7050: "texcolor" might be used before being
> >> initialized
> >> Info) OpenGL shader linkage log:
> >> Info) Fragment info
> >> Info) -------------
> >> Info) Internal error: assembly compile error for fragment shader at
> >offset
> >> 3847:
> >>
> >> Info) -- error message --
> >> Info) line 87, column 9: error: invalid state property
> >> Info) line 105, column 17: error: out of bounds array access
> >> Info) line 108, column 15: error: out of bounds array access
> >> Info) line 109, column 25: error: out of bounds array access
> >> Info) line 111, column 35: error: out of bounds array access
> >> Info) line 112, column 30: error: out of bounds array access
> >> Info) line 113, column 35: error: out of bounds array access
> >> Info) line 115, column 19: error: out of bounds array access
> >> Info) line 117, column 16: error: out of bounds array access
> >> Info) line 119, column 15: error: out of bounds array access
> >> Info) line 121, column 15: error: out of bounds array access
> >> Info) line 125, column 21: error: out of bounds array access
> >> Info) line 140, column 19: error: out of bounds array access
> >> Info) line 141, column 19: error: out of bounds array access
> >> Info) line 158, column 19: error: out of bounds array access
> >> Info) line 159, column 21: error: out of bounds array access
> >> Info) line 160, column 19: error: out of bounds array access
> >> Info) line 163, column 21: error: out of bounds array access
> >> Info) line 164, column 19: error: out of bounds array access
> >> Info) line 165, column 19: error: out of bounds array access
> >> Info) line 166, column 21: error: out of bounds array access
> >> Info) line 167, column 19: error: out of bounds array access
> >> Info) line 168, column 21: error: out of bounds array access
> >> Info) line 169, column 21: error: out of bounds array access
> >> Info) line 170, column 21: error: out of bounds array access
> >> Info) line 171, column 19: error: out of bounds array access
> >> Info) line 172, column 21: error: out of bounds array access
> >> Info) line 173, column 21: error: out of bounds array access
> >> Info) line 174, column 21: error: out of bounds array access
> >> Info) line 175, column 19: error: out of bounds array access
> >> Info) line 176, column 21: error: out of bounds array access
> >> Info) line 177, column 21: error: out of bounds array access
> >> Info) line 178, column 19: error: out of bounds array access
> >> Info) line 179, column 19: error: out of bounds array access
> >> Info) line 180, column 19: error: out of bounds array access
> >> Info) line 181, column 21: error: out of bounds array access
> >> Info) line 182, column 19: error: out of bounds array access
> >> Info) line 183, column 19: error: out of bounds array access
> >> Info) line 184, column 19: error: out of bounds array access
> >> Info) line 185, column 19: error: out of bounds array access
> >> Info) line 186, column 21: error: out of bounds array access
> >> Info) line 187, column 21: error: out of bounds array access
> >> Info) line 188, column 21: error: out of bounds array access
> >> Info) line 189, column 19: error: out of bounds array access
> >> Info) line 191, column 22: error: out of bounds array access
> >> Info) line 193, column 29: error: out of bounds array access
> >> Info) line 195, column 17: error: out of bounds array access
> >> Info) -- internal assembly text --
> >> Info) !!ARBfp1.0
> >> Info) OPTION NV_fragment_program2;
> >> Info) # cgc version 1.6.0000, build date Oct 23 2006 18:30:36
> >> Info) # command line args:
> >> Info) #vendor NVIDIA Corporation
> >> Info) #version 1.6.0.0
> >> Info) #profile fp40
> >> Info) #program main
> >> Info) #semantic gl_EyePlaneS : STATE.TEXGEN.EYE.S
> >> Info) #semantic gl_EyePlaneT : STATE.TEXGEN.EYE.T
> >> Info) #semantic gl_EyePlaneR : STATE.TEXGEN.EYE.R
> >> Info) #semantic gl_Fog : STATE.FOG
> >> Info) #semantic vmdlight1
> >> Info) #semantic vmdprojectionmode
> >> Info) #semantic vmdmaterial
> >> Info) #semantic vmdlight3
> >> Info) #semantic vmdfogmode
> >> Info) #semantic vmdlight0
> >> Info) #semantic vmdlight2H
> >> Info) #semantic vmdlight0H
> >> Info) #semantic vmdtex0
> >> Info) #semantic vmdlightscale
> >> Info) #semantic vmdlight2
> >> Info) #semantic vmdlight1H
> >> Info) #semantic vmdopacity
> >> Info) #semantic vmdlight3H
> >> Info) #semantic vmdprojparms
> >> Info) #semantic vmdtexturemode
> >> Info) #var float gl_FogFragCoord : $vin.FOGC : FOGC : -1 : 1
> >> Info) #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
> >> Info) #var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1
> >> Info) #var float4 gl_EyePlaneS[0] : STATE.TEXGEN[0].EYE.S : c[6] : -1 : 1
> >> Info) #var float4 gl_EyePlaneS[1] : STATE.TEXGEN[1].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[2] : STATE.TEXGEN[2].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[3] : STATE.TEXGEN[3].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[4] : STATE.TEXGEN[4].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[5] : STATE.TEXGEN[5].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[6] : STATE.TEXGEN[6].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneS[7] : STATE.TEXGEN[7].EYE.S : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[0] : STATE.TEXGEN[0].EYE.T : c[5] : -1 : 1
> >> Info) #var float4 gl_EyePlaneT[1] : STATE.TEXGEN[1].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[2] : STATE.TEXGEN[2].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[3] : STATE.TEXGEN[3].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[4] : STATE.TEXGEN[4].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[5] : STATE.TEXGEN[5].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[6] : STATE.TEXGEN[6].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneT[7] : STATE.TEXGEN[7].EYE.T : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[0] : STATE.TEXGEN[0].EYE.R : c[4] : -1 : 1
> >> Info) #var float4 gl_EyePlaneR[1] : STATE.TEXGEN[1].EYE.R : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[2] : STATE.TEXGEN[2].EYE.R : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[3] : STATE.TEXGEN[3].EYE.R : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[4] : STATE.TEXGEN[4].EYE.R : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[5] : STATE.TEXGEN[5].EYE.R : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[6] : STATE.TEXGEN[6].EYE.R : : -1 : 0
> >> Info) #var float4 gl_EyePlaneR[7] : STATE.TEXGEN[7].EYE.R : : -1 : 0
> >> Info) #var float4 gl_Fog.color : STATE.FOG.COLOR : c[18] : -1 : 1
> >> Info) #var float gl_Fog.density : STATE.FOG.PARAMS.X : c[17] : -1 : 1
> >> Info) #var float gl_Fog.start : STATE.FOG.PARAMS.Y : : -1 : 0
> >> Info) #var float gl_Fog.end : STATE.FOG.PARAMS.Z : c[17] : -1 : 1
> >> Info) #var float gl_Fog.scale : STATE.FOG.PARAMS.W : c[17] : -1 : 1
> >> Info) #var float3 oglcolor : $vin.TEX0 : TEX0 : -1 : 1
> >> Info) #var float3 V : $vin.TEX1 : TEX1 : -1 : 1
> >> Info) #var float3 vmdlight1 : : c[9] : -1 : 1
> >> Info) #var int vmdprojectionmode : : c[1] : -1 : 1
> >> Info) #var float3 spherepos : $vin.TEX2 : TEX2 : -1 : 1
> >> Info) #var float sphereradsq : $vin.TEX3 : TEX3 : -1 : 1
> >> Info) #var float4 vmdmaterial : : c[12] : -1 : 1
> >> Info) #var float3 vmdlight3 : : c[11] : -1 : 1
> >> Info) #var int vmdfogmode : : c[0] : -1 : 1
> >> Info) #var float3 vmdlight0 : : c[7] : -1 : 1
> >> Info) #var float3 vmdlight2H : : c[15] : -1 : 1
> >> Info) #var float3 vmdlight0H : : c[13] : -1 : 1
> >> Info) #var sampler3D vmdtex0 : : texunit 0 : -1 : 1
> >> Info) #var float3 rayorigin : $vin.TEX4 : TEX4 : -1 : 1
> >> Info) #var float4 vmdlightscale : : c[8] : -1 : 1
> >> Info) #var float3 vmdlight2 : : c[10] : -1 : 1
> >> Info) #var float3 vmdlight1H : : c[14] : -1 : 1
> >> Info) #var float vmdopacity : : c[19] : -1 : 1
> >> Info) #var float3 vmdlight3H : : c[16] : -1 : 1
> >> Info) #var float4 vmdprojparms : : c[2] : -1 : 1
> >> Info) #var int vmdtexturemode : : c[3] : -1 : 1
> >> Info) #var <none>4 $kill_0000 : $vout.$kill : $kill : -1 : 0
> >> Info) #var <none>4 $kill_0001 : $vout.$kill : $kill : -1 : 0
> >> Info) #const c[20] = 1 0.5 0 2
> >> Info) #const c[21] = 3 1.442695
> >> Info) PARAM c[22] = { program.local[0..3],
> >> Info) state.texgen[0].eye.r,
> >> Info) state.texgen[0].eye.t,
> >> Info) state.texgen[0].eye.s,
> >> Info) program.local[7..16],
> >> Info) state.fog.params,
> >> Info) state.fog.color,
> >> Info) program.local[19],
> >> Info) { 1, 0.5, 0, 2 },
> >> Info) { 3, 1.442695 } };
> >> Info) TEMP R0;
> >> Info) TEMP R1;
> >> Info) TEMP R2;
> >> Info) TEMP R3;
> >> Info) TEMP R4;
> >> Info) SHORT TEMP H0;
> >> Info) TEMP RC;
> >> Info) TEMP HC;
> >> Info) OUTPUT oCol = result.color;
> >> Info) MOVR R3.xyz, c[20].xyww;
> >> Info) SEQR H0.xy, c[0].x, R3.xzzw;
> >> Info) DP3R R1.x, fragment.texcoord[1], fragment.texcoord[1];
> >> Info) MOVR R0.w, c[20].x;
> >> Info) SEQX H0.zw, H0.xyxy, c[20].z;
> >> Info) MOVXC RC.x, H0;
> >> Info) ADDR R0.x, -fragment.fogcoord, c[17].z;
> >> Info) MULR_SAT R0.w(GT.x), R0.x, c[17];
> >> Info) MULR R0.x, fragment.fogcoord, -c[17];
> >> Info) MULXC HC.x, H0.z, H0.y;
> >> Info) MULR R0.x, R0, c[21].y;
> >> Info) EX2R_SAT R0.w(GT.x), R0.x;
> >> Info) MULR R0.x, -c[17], c[17];
> >> Info) MULR R0.y, R0.x, fragment.fogcoord.x;
> >> Info) MOVR R0.x, c[21];
> >> Info) RSQR R1.w, R1.x;
> >> Info) MOVR R2.w, c[20].x;
> >> Info) MULR R0.y, R0, fragment.fogcoord.x;
> >> Info) SEQR H0.y, c[0].x, R0.x;
> >> Info) MULX H0.x, H0.z, H0.w;
> >> Info) MULR R0.x, R0.y, c[21].y;
> >> Info) MULXC HC.x, H0, H0.y;
> >> Info) EX2R_SAT R0.w(GT.x), R0.x;
> >> Info) MOVR R0.xyz, fragment.texcoord[4];
> >> Info) ADDR R1.xyz, fragment.texcoord[2], -R0;
> >> Info) MULR R0.xyz, R1.w, fragment.texcoord[1];
> >> Info) DP3R R1.w, R0, R1;
> >> Info) DP3R R3.w, R1, R1;
> >> Info) MADR R3.z, R1.w, R1.w, fragment.texcoord[3].x;
> >> Info) ADDR R1.x, R3.z, -R3.w;
> >> Info) RSQR R1.x, R1.x;
> >> Info) RCPR R4.x, R1.x;
> >> Info) ADDR R1.x, R1.w, -R4;
> >> Info) MADR R2.xyz, R0, R1.x, fragment.texcoord[4];
> >> Info) DP4R R0.z, R2, c[4];
> >> Info) DP4R R0.x, R2, c[6];
> >> Info) DP4R R0.y, R2, c[5];
> >> Info) TEX R0.xyz, R0, texture[0], 3D;
> >> Info) MOVR R1.xyz, fragment.texcoord[0];
> >> Info) SEQRC HC.x, c[3], R3;
> >> Info) MULR R1.xyz(GT.x), fragment.texcoord[0], R0;
> >> Info) RCPR R0.y, R2.z;
> >> Info) MULR R0.x, c[2].z, c[2].z;
> >> Warning) GPU driver failed to compile shader:
> >> Warning) C:/Program Files/University of Illinois/VMD//shaders/vmdsphere
> >> Warning) This GPU/driver is buggy, or doesn't fully implement GLSL.
> >> Warning) Set environment variable VMDGLSLVERBOSE for more info.
> >> Info) Basic GLSL rendering mode is available.
> >> Info) Textures: 2-D (4096x4096), 3-D (512x512x512), Multitexture (4)
> >> Info) Spaceball driver not installed. Spaceball interface disabled.
> >> Info) No joysticks found. Joystick interface disabled.
> >> Found 62 plugins or data handlers in directory
> >> 'C:/Program Files/University of
> >Illinois/VMD/plugins/WIN32/molfile'.
> >> vmd >
> >> vmd >
> >>
> >> On 4/9/07, John Stone <johns_at_ks.uiuc.edu> wrote:
> >> >
> >> >Daniel,
> >> > You are running a very old driver version. I've tested
> >> >GLSL on a GeForce 7800 with the current driver version 93.71
> >> >and it works fine for me. If you don't have a specific reason
> >> >to use the older 84.69 driver version (machine stability, or
> >> >some other application besides VMD), then you will probably
> >> >want to upgrade to 93.71, or at the very least to one of the 9xxxx
> >> >series drivers. The 8xxx series drivers had many known GLSL bugs.
> >> >
> >> >Cheers,
> >> > John Stone
> >> > vmd_at_ks.uiuc.edu
> >> >
> >> >On Mon, Apr 09, 2007 at 02:08:04AM -0400, daniel aguayo wrote:
> >> >> Hi all
> >> >> I have a nvidia 7900 go, but i cant make GLSL works.
> >> >> I hope this log helps to developers
> >> >> winxp sp2, dell xps m1710
> >> >> nvidia forceware drivers 84.69
> >> >>
> >> >> Tks
> >> >> Daniel aguayo
> >> >>
> >> >>
> >> >> Info) VMD for WIN32, version 1.8.6 (April 7, 2007)
> >> >> Info) http://www.ks.uiuc.edu/Research/vmd/
> >> >> Info) Email questions and bug reports to vmd_at_ks.uiuc.edu
> >> >> Info) Please include this reference in published work using VMD:
> >> >> Info) Humphrey, W., Dalke, A. and Schulten, K., `VMD - Visual
> >> >> Info) Molecular Dynamics', J. Molec. Graphics 1996, 14.1, 33-38.
> >> >> Info) -------------------------------------------------------------
> >> >> Info) Free system memory: 581MB (56%)
> >> >> Info) OpenGL renderer: GeForce Go 7900 GS/PCI/SSE2
> >> >> Info) Features: STENCIL MDE CVA MTX NPOT PP PS GLSL(OVF)
> >> >> Info) OpenGL shader linkage log:
> >> >> Info) Vertex info
> >> >> Info) -----------
> >> >> Info) Internal error: assembly compile error for vertex shader at
> >offset
> >> >> 4086:
> >> >> Info) -- error message --
> >> >> Info) line 107, column 13: error: invalid operand variable
> >> >> Info) line 109, column 13: error: invalid operand variable
> >> >> Info) line 111, column 13: error: invalid operand variable
> >> >> Info) line 113, column 29: error: invalid operand variable
> >> >> Info) -- internal assembly text --
> >> >> Info) !!ARBvp1.0
> >> >> Info) OPTION NV_vertex_program3;
> >> >> Info) # cgc version 1.5.0000, build date May 1 2006 16:21:37
> >> >> Info) # command line args:
> >> >> Info) #vendor NVIDIA Corporation
> >> >> Info) #version 1.0.02
> >> >> Info) #profile vp40
> >> >> Info) #program main
> >> >> Info) #semantic gl_ModelViewMatrix
> >> >> Info) #semantic gl_ModelViewProjectionMatrix
> >> >> Info) #semantic gl_NormalMatrix
> >> >> Info) #semantic gl_EyePlaneS
> >> >> Info) #semantic gl_EyePlaneT
> >> >> Info) #semantic gl_EyePlaneR
> >> >> Info) #semantic gl_EyePlaneQ
> >> >> Info) #semantic vmdprojectionmode
> >> >> Info) #semantic vmdtexturemode
> >> >> Info) #semantic gl_ClipPlane
> >> >> Info) #var float4 gl_Color : $vin.COLOR0 : COLOR0 : -1 : 1
> >> >> Info) #var float3 gl_Normal : $vin.NORMAL : NORMAL : -1 : 1
> >> >> Info) #var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
> >> >> Info) #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
> >> >> Info) #var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1
> >> >> Info) #var float4 gl_TexCoord[1] : : : -1 : 0
> >> >> Info) #var float4 gl_TexCoord[2] : : : -1 : 0
> >> >> Info) #var float4 gl_TexCoord[3] : : : -1 : 0
> >> >> Info) #var float4 gl_TexCoord[4] : : : -1 : 0
> >> >> Info) #var float4 gl_TexCoord[5] : : : -1 : 0
> >> >> Info) #var float4 gl_TexCoord[6] : : : -1 : 0
> >> >> Info) #var float4 gl_TexCoord[7] : : : -1 : 0
> >> >> Info) #var float gl_FogFragCoord : $vout.FOGC : FOGC : -1 : 1
> >> >> Info) #var float4x4 gl_ModelViewMatrix : : c[0], 4 : -1 : 1
> >> >> Info) #var float4x4 gl_ModelViewProjectionMatrix : : c[4], 4 : -1 : 1
> >> >> Info) #var float3x3 gl_NormalMatrix : : c[8], 3 : -1 : 1
> >> >> Info) #var float4 gl_EyePlaneS[0] : : c[23] : -1 : 1
> >> >> Info) #var float4 gl_EyePlaneS[1] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneS[2] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneS[3] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneS[4] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneS[5] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneS[6] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneS[7] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[0] : : c[22] : -1 : 1
> >> >> Info) #var float4 gl_EyePlaneT[1] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[2] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[3] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[4] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[5] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[6] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneT[7] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[0] : : c[21] : -1 : 1
> >> >> Info) #var float4 gl_EyePlaneR[1] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[2] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[3] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[4] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[5] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[6] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneR[7] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[0] : : c[20] : -1 : 1
> >> >> Info) #var float4 gl_EyePlaneQ[1] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[2] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[3] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[4] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[5] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[6] : : : -1 : 0
> >> >> Info) #var float4 gl_EyePlaneQ[7] : : : -1 : 0
> >> >> Info) #var int vmdprojectionmode : : c[17] : -1 : 1
> >> >> Info) #var int vmdtexturemode : : c[19] : -1 : 1
> >> >> Info) #var float3 oglcolor : $vout.TEX2 : TEX2 : -1 : 1
> >> >> Info) #var float3 oglnormal : $vout.TEX1 : TEX1 : -1 : 1
> >> >> Info) #var float3 V : $vout.TEX3 : TEX3 : -1 : 1
> >> >> Info) #var float4 gl_ClipPlane[0] : : c[11] : -1 : 1
> >> >> Info) #var float4 gl_ClipPlane[1] : : c[12] : -1 : 1
> >> >> Info) #var float4 gl_ClipPlane[2] : : c[13] : -1 : 1
> >> >> Info) #var float4 gl_ClipPlane[3] : : c[14] : -1 : 1
> >> >> Info) #var float4 gl_ClipPlane[4] : : c[15] : -1 : 1
> >> >> Info) #var float4 gl_ClipPlane[5] : : c[16] : -1 : 1
> >> >> Info) #var float4 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1
> >> >> Info) #var float4 gl_ClipCoord[1] : $vout.CLP1 : CLP1 : -1 : 1
> >> >> Info) #var float4 gl_ClipCoord[2] : $vout.CLP2 : CLP2 : -1 : 1
> >> >> Info) #var float4 gl_ClipCoord[3] : $vout.CLP3 : CLP3 : -1 : 1
> >> >> Info) #var float4 gl_ClipCoord[4] : $vout.CLP4 : CLP4 : -1 : 1
> >> >> Info) #var float4 gl_ClipCoord[5] : $vout.CLP5 : CLP5 : -1 : 1
> >> >> Info) #const c[18] = 1 0 -1
> >> >> Info) PARAM c[24] = { program.local[0..17],
> >> >> Info) { 1, 0, -1 },
> >> >> Info) program.local[19..23] };
> >> >> Info) TEMP R0;
> >> >> Info) TEMP R1;
> >> >> Info) TEMP R2;
> >> >> Info) TEMP CC;
> >> >> Info) BB1:
> >> >> Info) MUL R0, vertex.position.y, c[1];
> >> >> Info) MAD R0, vertex.position.x, c[0], R0;
> >> >> Info) MAD R0, vertex.position.z, c[2], R0;
> >> >> Info) MAD R0, vertex.position.w, c[3], R0;
> >> >> Info) RCP R1.x, R0.w;
> >> >> Info) MUL R1.xyz, R0, R1.x;
> >> >> Info) DP3 R1.w, R1, R1;
> >> >> Info) RSQ R2.x, R1.w;
> >> >> Info) MOV R1.w, c[18].x;
> >> >> Info) SEQC CC.x, c[17], R1.w;
> >> >> Info) MOV result.texcoord[3].xyz, c[18].yyzw;
> >> >> Info) MUL result.texcoord[3].xyz(NE.x), R2.x, R1;
> >> >> Info) MUL R2, vertex.position.y, c[5];
> >> >> Info) MOVC CC.x, c[19];
> >> >> Info) MOV R1.z, result.texcoord[0].y;
> >> >> Info) DP4 R1.z(NE.x), R0, c[22];
> >> >> Info) MOV R1.x, result.texcoord[0].w;
> >> >> Info) DP4 R1.x(NE), R0, c[20];
> >> >> Info) MOV R1.y, result.texcoord[0].z;
> >> >> Info) DP4 R1.y(NE.x), R0, c[21];
> >> >> Info) MOV result.texcoord[0].x, result.texcoord[0];
> >> >> Info) DP4 result.texcoord[0].x(NE), R0, c[23];
> >> >> Info) MOV result.texcoord[0].w, R1.x;
> >> >> Info) MOV result.texcoord[0].z, R1.y;
> >> >> Info) MOV result.texcoord[0].y, R1.z;
> >> >> Info) MUL R1.xyz, vertex.normal.y, c[9];
> >> >> Info) MAD R1.xyz, vertex.normal.x, c[8], R1;
> >> >> Info) MAD R1.xyz, vertex.normal.z, c[10], R1;
> >> >> Info) DP4 result.clip[0].x, R0, c[11];
> >> >> Info) DP4 result.clip[1].x, R0, c[12];
> >> >> Info) DP4 result.clip[2].x, R0, c[13];
> >> >> Info) DP4 result.clip[3].x, R0, c[14];
> >> >> Info) DP4 result.clip[4].x, R0, c[15];
> >> >> Info) DP4 result.clip[5].x, R0, c[16];
> >> >> Info) DP3 R0.x, R1, R1;
> >> >> Info) RSQ R0.x, R0.x;
> >> >> Info) MAD R2, vertex.position.x, c[4], R2;
> >> >> Info) MUL result.texcoord[1].xyz, R0.x, R1;
> >> >> Info) MAD R1, vertex.position.z, c[6], R2;
> >> >> Info) MOV result.fogcoord.x, |R0.z|;
> >> >> Info) MAD result.position, vertex.position.w, c[7], R1;
> >> >> Info) MOV result.texcoord[2].xyz, vertex.color;
> >> >> Info) END
> >> >> Info) # 42 instructions, 3 R-regs
> >> >> Warning) GPU driver failed to compile shader:
> >> >> Warning) C:/Program Files/University of Illinois/VMD//shaders/vmd
> >> >> Warning) This GPU/driver is buggy, or doesn't fully implement GLSL.
> >> >> Warning) Set environment variable VMDGLSLVERBOSE for more info.
> >> >> Info) GLSL rendering mode is NOT available.
> >> >> Info) Textures: 2-D (4096x4096), 3-D (512x512x512), Multitexture (4)
> >> >> Info) Spaceball driver not installed. Spaceball interface disabled.
> >> >> Info) No joysticks found. Joystick interface disabled.
> >> >> Found 62 plugins or data handlers in directory
> >> >> 'C:/Program Files/University of
> >> >Illinois/VMD/plugins/WIN32/molfile'.
> >> >> vmd >
> >> >>
> >> >> --
> >> >> saludos desde el fin del mundo
> >> >
> >> >--
> >> >NIH Resource for Macromolecular Modeling and Bioinformatics
> >> >Beckman Institute for Advanced Science and Technology
> >> >University of Illinois, 405 N. Mathews Ave, Urbana, IL 61801
> >> >Email: johns_at_ks.uiuc.edu Phone: 217-244-3349
> >> > WWW: http://www.ks.uiuc.edu/~johns/ Fax: 217-244-6078
> >> >
> >>
> >>
> >> --
> >> saludos desde el fin del mundo
> >
> >--
> >NIH Resource for Macromolecular Modeling and Bioinformatics
> >Beckman Institute for Advanced Science and Technology
> >University of Illinois, 405 N. Mathews Ave, Urbana, IL 61801
> >Email: johns_at_ks.uiuc.edu Phone: 217-244-3349
> > WWW: http://www.ks.uiuc.edu/~johns/ Fax: 217-244-6078
> >
>
>
> --
> saludos desde el fin del mundo

-- 
NIH Resource for Macromolecular Modeling and Bioinformatics
Beckman Institute for Advanced Science and Technology
University of Illinois, 405 N. Mathews Ave, Urbana, IL 61801
Email: johns_at_ks.uiuc.edu                 Phone: 217-244-3349
  WWW: http://www.ks.uiuc.edu/~johns/      Fax: 217-244-6078