Hardware instancing problem with Panda 1.8

Hi there,

I’ve altered the example linked above for Panda3D 1.8.0, as show below (i didn’t include it as code, as that doesn’t work with the color tags apparently):

[i]k = 1000
input = [color=red]PTA_LVecBase4f.emptyArray(k);
count = 0
for i in range(10):
for j in range(k/10):
input[count] = [color=red]UnalignedLVecBase4f(i3,j-8,0,0)
count += 1

    lvec = [color=red]PTA_LVecBase4f([[color=red]UnalignedLVecBase4f(-4,0,0,0),[color=red]UnalignedLVecBase4f(4,0,0,0)]);
    self.ralph.setShaderInput("light", plnp)
    self.ralph.setShaderInput("fIN.Kd", PTAFloat([1.4]))
    self.ralph.setShaderInput("fIN.Ka", PTAFloat([0.2]))
    self.ralph.setShaderInput("Ly", input)
    self.ralph.setShaderInput("instances_position", lvec)
    #self.ralph.setShader(Shader.load("shader.c"))
    [color=red]self.ralph.setShader(Shader.load(Shader.SLGLSL,"hgi_glsl_v.sha","hgi_glsl_f.sha"))
    
    self.ralph.setInstanceCount(k)[/i]

This however throws an InstanceID semantics error when compiling (?) the shader. So only 1 ralph is showing.

[gp4vp shader profile not available - Win7, Radeon HD4890)

In this post, i found GLSL shaders which i adapted as below (only hgi_glsl_v.sha, didn’t touch the fragment shader):

[i]//GLSL

uniform vec4 [color=red]Ly[1000];

varying vec3 vertex_light_position;
varying vec3 vertex_light_half_vector;
varying vec3 vertex_normal;

void main(void)
{
vec4 vpos= gl_Vertex + [color=red]Ly[gl_InstanceID];
gl_Position = gl_ModelViewProjectionMatrix * vpos;

vertex_normal = normalize(gl_NormalMatrix * gl_Normal);
vertex_light_position = normalize(gl_LightSource[0].position.xyz);
vertex_light_half_vector = normalize(gl_LightSource[0].halfVector.xyz);
gl_FrontColor = gl_Color;

gl_TexCoord[0] = gl_MultiTexCoord0;

}
[/i]

I’ve looked up glShaderContext_src.cxx of the Panda 1.8.0 source code & compared it to the patch included in this post [url]gp4vp shader profile not available - Win7, Radeon HD4890] & i think it is already included.

When i run the project, the shader compiles correctly, yet no raplhs are shown.

Any clues what i’m doing wrong? Or some good pointers to GLSL programming info?

Thanks in advance