Strange BUG with OpenGL !!!

H0THEAD

21-06-2011 07:02:02

Hello to all. I am start using Hydrax 0.5.1. When i run my application with DirectX in all modes (debug & release) with SLHL shaders all is fine. But when i am try to use OpenGL Render system, Hydrax fail in method "Create()". Shader mode in OpenGl case set in SM_CG. I am using the last version of Nvidia CG headers ( 3.3 ). Ogre version 1.7.3. Some strange that`s in DEBUG MODE WITH OPENGL my application starting normaly without any fails. But If i am trying to start in RELEASE - it`s fail.

First fail was detected in MaterialManager.cpp( line 1107 ):

if(Options.SM != SM_GLSL)
{
VP_Parameters->setNamedAutoConstant("uWorldViewProj", Ogre::GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
}

with
OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\ogre_src_v1-7-3\OgreMain\src\OgreGpuProgramParams.cpp (line 1425)
After i comment that, i am recieve next fail in MaterialManager.cpp. at next code

if (cFoam)
{
VP_Parameters->setNamedAutoConstant("uWorld", Ogre::GpuProgramParameters::ACT_WORLD_MATRIX);
}

with same message:

OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\ogre_src_v1-7-3\OgreMain\src\OgreGpuProgramParams.cpp (line 1425)

I am trying to resolve that problem, but i can understand why it`s works in DEBUG mode and don`t works in RELEASE.


Hydrax debug log:

10:06:29: [Hydrax] Hydrax created.
10:06:29: [Hydrax] 111.hdx loaded.
10:06:29: [Hydrax] Creating module...
10:06:29: [Hydrax] Creating SimpleGridVertex module.
10:06:29: [Hydrax] SimpleGridVertex created.
10:06:29: [Hydrax] Module created.
10:06:29: [Hydrax] Initializating RTT Manager...
10:06:29: [Hydrax] RTT manager initialized.
10:06:29: [Hydrax] Registring device restored listener...
10:06:29: [Hydrax] Device restored listener registred.
10:06:29: [Hydrax] Creating materials...
10:06:29: [Hydrax] Creating water material...
10:06:29: [Hydrax] Call at line 1107 of < VP_Parameters->setNamedAutoConstant("uWorldViewProj"...>
10:06:29: [Hydrax] >>>>> Options.SM = 1
10:06:29: [Hydrax] >>>>> cFoam = true
10:06:29: [Hydrax] >>>>>>>>> IN cFoam IF
10:06:29: [Hydrax] <<<<<<<<<< OUT cFoam IF
10:06:29: Texture: Fresnel.bmp: Loading 1 faces(PF_L8,256x1x1) with 8 generated mipmaps from Image. Internal format is PF_L8,256x1x1.
10:06:29: Texture: Foam.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:06:29: [Hydrax] Water material created.
10:06:29: [Hydrax] Creating depth material...
10:06:29: [Hydrax] Call at line 1426 of < VP_Parameters->setNamedAutoConstant("uWorldViewProj"...>
10:06:29: [Hydrax] Depth material created.
10:06:29: [Hydrax] Materials created.
10:06:29: [Hydrax] Creating water mesh...
10:06:29: [Hydrax] Water mesh created.




Hydrax release log :

10:07:21: [Hydrax] Hydrax created.
10:07:21: [Hydrax] 111.hdx loaded.
10:07:21: [Hydrax] Creating module...
10:07:21: [Hydrax] Creating SimpleGridVertex module.
10:07:21: [Hydrax] SimpleGridVertex created.
10:07:21: [Hydrax] Module created.
10:07:21: [Hydrax] Initializating RTT Manager...
10:07:21: [Hydrax] RTT manager initialized.
10:07:21: [Hydrax] Registring device restored listener...
10:07:21: [Hydrax] Device restored listener registred.
10:07:21: [Hydrax] Creating materials...
10:07:21: [Hydrax] Creating water material...
10:07:21: [Hydrax] Call at line 1107 of < VP_Parameters->setNamedAutoConstant("uWorldViewProj"...>
10:07:21: [Hydrax] >>>>> Options.SM = 1
10:07:21: [Hydrax] >>>>> cFoam = true
10:07:21: [Hydrax] >>>>>>>>> IN cFoam IF
10:07:21: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\ogre_src_v1-7-3\OgreMain\src\OgreGpuProgramParams.cpp (line 1425)




Thank for future help!

H0THEAD

22-06-2011 18:37:22

Looks like bug in Nvidia CG shaders. Some variables are not correct initialized in Release mode, in Debug same variables inits automaticaly.
Using Hydrax 0.5.4 with GLSL shaders on windows with no proplems! :D

uelkfr

26-06-2011 07:53:08

Is GLSL shaders in 0.5.4 unofficial works properly? Image or video please.

H0THEAD

04-07-2011 06:47:58

Here is 3 logs, once at each option in setShaderMode(). I am remove unnecessary lines of log...

RENDER SYSTEM : GL / SHADER OPTION: GLSL
Hydrax started with no problem...

09:19:25: *-*-* OGRE Initialising
09:19:25: *-*-* Version 1.7.3 (Cthugha)
09:19:25: Loading library RenderSystem_GL_d
09:19:25: Installing plugin: GL RenderSystem
09:19:25: OpenGL Rendering Subsystem created.
09:19:26: Plugin successfully installed
09:19:26: Loading library Plugin_ParticleFX_d
09:19:26: Installing plugin: ParticleFX
09:19:26: Particle Emitter Type 'Point' registered
09:19:26: Particle Emitter Type 'Box' registered
09:19:26: Particle Emitter Type 'Ellipsoid' registered
09:19:26: Particle Emitter Type 'Cylinder' registered
09:19:26: Particle Emitter Type 'Ring' registered
09:19:26: Particle Emitter Type 'HollowEllipsoid' registered
09:19:26: Particle Affector Type 'LinearForce' registered
09:19:26: Particle Affector Type 'ColourFader' registered
09:19:26: Particle Affector Type 'ColourFader2' registered
09:19:26: Particle Affector Type 'ColourImage' registered
09:19:26: Particle Affector Type 'ColourInterpolator' registered
09:19:26: Particle Affector Type 'Scaler' registered
09:19:26: Particle Affector Type 'Rotator' registered
09:19:26: Particle Affector Type 'DirectionRandomiser' registered
09:19:26: Particle Affector Type 'DeflectorPlane' registered
09:19:26: Plugin successfully installed
09:19:26: CPU Identifier & Features
09:19:26: -------------------------
09:19:26: * CPU ID: GenuineIntel: Intel(R) Core(TM) i3 CPU 540 @ 3.07GHz
09:19:26: * SSE: yes
09:19:26: * SSE2: yes
09:19:26: * SSE3: yes
09:19:26: * MMX: yes
09:19:26: * MMXEXT: yes
09:19:26: * 3DNOW: no
09:19:26: * 3DNOWEXT: no
09:19:26: * CMOV: yes
09:19:26: * TSC: yes
09:19:26: * FPU: yes
09:19:26: * PRO: yes
09:19:26: * HT: no
09:19:26: -------------------------
09:19:26: *** Starting Win32GL Subsystem ***
09:19:26: Creating resource group Bootstrap
09:19:26: Added resource location '../../depends/common/media/utilsObj.zip' of type 'Zip' to resource group 'Bootstrap'
09:19:26: Added resource location '../../depends/common/media/MovingObjects.zip' of type 'Zip' to resource group 'Bootstrap'
09:19:26: Added resource location '../../depends/common/media/cubemapsJS.zip' of type 'Zip' to resource group 'Bootstrap'
09:19:26: Added resource location '../../depends/common/media/MyGUI_Media.zip' of type 'Zip' to resource group 'General'
09:19:26: Creating resource group Hydrax
09:19:26: Added resource location '../../depends/common/media/Hydrax.zip' of type 'Zip' to resource group 'Hydrax'
09:19:26: Creating resource group PreviewTextureGroup
09:19:26: Creating resource group VideoTextureGroup
09:19:26: GLRenderSystem::_createRenderWindow "1117440", 0x0 windowed miscParams: FSAA=4 externalWindowHandle=1117440 vsync=true
09:19:26: GL_VERSION = 3.3.0
09:19:26: GL_VENDOR = NVIDIA Corporation
09:19:26: GL_RENDERER = GeForce 210/PCI/SSE2
09:19:26: GL_EXTENSIONS = GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
09:19:26: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
09:19:26: ***************************
09:19:26: *** GL Renderer Started ***
09:19:26: ***************************
09:19:26: Registering ResourceManager for type GpuProgram
09:19:26: GLSL support detected
09:19:26: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
09:19:26: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:19:26: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
09:19:26: RenderSystem capabilities
09:19:26: -------------------------
09:19:26: RenderSystem Name: OpenGL Rendering Subsystem
09:19:26: GPU Vendor: nvidia
09:19:26: Device Name: GeForce 210/PCI/SSE2
09:19:26: Driver Version: 3.3.0.0
09:19:26: * Fixed function pipeline: yes
09:19:26: * Hardware generation of mipmaps: yes
09:19:26: * Texture blending: yes
09:19:26: * Anisotropic texture filtering: yes
09:19:26: * Dot product texture operation: yes
09:19:26: * Cube mapping: yes
09:19:26: * Hardware stencil buffer: yes
09:19:26: - Stencil depth: 8
09:19:26: - Two sided stencil support: yes
09:19:26: - Wrap stencil values: yes
09:19:26: * Hardware vertex / index buffers: yes
09:19:26: * Vertex programs: yes
09:19:26: * Number of floating-point constants for vertex programs: 1024
09:19:26: * Number of integer constants for vertex programs: 0
09:19:26: * Number of boolean constants for vertex programs: 0
09:19:26: * Fragment programs: yes
09:19:26: * Number of floating-point constants for fragment programs: 512
09:19:26: * Number of integer constants for fragment programs: 0
09:19:26: * Number of boolean constants for fragment programs: 0
09:19:26: * Geometry programs: yes
09:19:26: * Number of floating-point constants for geometry programs: 512
09:19:26: * Number of integer constants for geometry programs: 0
09:19:26: * Number of boolean constants for geometry programs: 0
09:19:26: * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gp4vp gpu_gp gpu_vp nvgp4 vp30 vp40
09:19:26: * Texture Compression: yes
09:19:26: - DXT: yes
09:19:26: - VTC: yes
09:19:26: - PVRTC: no
09:19:26: * Scissor Rectangle: yes
09:19:26: * Hardware Occlusion Query: yes
09:19:26: * User clip planes: yes
09:19:26: * VET_UBYTE4 vertex element type: yes
09:19:26: * Infinite far plane projection: yes
09:19:26: * Hardware render-to-texture: yes
09:19:26: * Floating point textures: yes
09:19:26: * Non-power-of-two textures: yes
09:19:26: * Volume textures: yes
09:19:26: * Multiple Render Targets: 8
09:19:26: - With different bit depths: yes
09:19:26: * Point Sprites: yes
09:19:26: * Extended point parameters: yes
09:19:26: * Max Point Size: 63.375
09:19:26: * Vertex texture fetch: yes
09:19:26: * Number of world matrices: 0
09:19:26: * Number of texture units: 32
09:19:26: * Stencil buffer depth: 8
09:19:26: * Number of vertex blend matrices: 0
09:19:26: - Max vertex textures: 32
09:19:26: - Vertex textures shared: yes
09:19:26: * Render to Vertex Buffer : yes
09:19:26: * GL 1.5 without VBO workaround: no
09:19:26: * Frame Buffer objects: yes
09:19:26: * Frame Buffer objects (ARB extension): no
09:19:26: * Frame Buffer objects (ATI extension): no
09:19:26: * PBuffer support: yes
09:19:26: * GL 1.5 without HW-occlusion workaround: no
09:19:26: Registering ResourceManager for type Texture
09:19:26: Using FSAA from GL_ARB_multisample extension.
09:19:26: DefaultWorkQueue('Root') initialising on thread 00727500.
09:19:26: DefaultWorkQueue('Root')::WorkerFunc - thread 00798698 starting.
09:19:26: DefaultWorkQueue('Root')::WorkerFunc - thread 007986C8 starting.
09:19:26: DefaultWorkQueue('Root')::WorkerFunc - thread 00798758 starting.
09:19:26: DefaultWorkQueue('Root')::WorkerFunc - thread 00798728 starting.
09:19:26: Using FSAA from GL_ARB_multisample extension.
09:19:26: Using FSAA from GL_ARB_multisample extension.
09:19:26: Using FSAA from GL_ARB_multisample extension.
09:19:26: Using FSAA from GL_ARB_multisample extension.
09:19:26: Particle Renderer Type 'billboard' registered
09:19:26: Parsing scripts for resource group Autodetect
09:19:26: Finished parsing scripts for resource group Autodetect
09:19:26: Parsing scripts for resource group Bootstrap
...
09:19:26: Finished parsing scripts for resource group Bootstrap
09:19:26: Parsing scripts for resource group General
09:19:26: Finished parsing scripts for resource group General
09:19:26: Parsing scripts for resource group Hydrax
09:19:26: Finished parsing scripts for resource group Hydrax
09:19:26: Parsing scripts for resource group Internal
09:19:26: Finished parsing scripts for resource group Internal
09:19:26: Parsing scripts for resource group PreviewTextureGroup
09:19:26: Finished parsing scripts for resource group PreviewTextureGroup
09:19:26: Parsing scripts for resource group VideoTextureGroup
09:19:26: Finished parsing scripts for resource group VideoTextureGroup
...
09:19:34: Creating resource group HR_MATERIALS
09:19:34: Added resource location '.\PLAN2\HR' of type 'FileSystem' to resource group 'HR_MATERIALS'
09:19:34: Initialising resource group HR_MATERIALS
09:19:34: Parsing scripts for resource group HR_MATERIALS
09:19:34: Parsing script volg_don.material
09:19:34: Finished parsing scripts for resource group HR_MATERIALS
09:19:34: Initialising resource group Bootstrap
...
09:19:52: [Hydrax] Hydrax created.
09:19:52: [Hydrax] minimal2.hdx loaded.
09:19:52: [Hydrax] Creating module...
09:19:52: [Hydrax] Creating SimpleGridVertex module.
09:19:52: [Hydrax] SimpleGridVertex created.
09:19:52: [Hydrax] Module created.
09:19:52: [Hydrax] Initializating RTT Manager...
09:19:52: [Hydrax] RTT manager initialized.
09:19:52: [Hydrax] Registring device restored listener...
09:19:52: [Hydrax] Device restored listener registred.
09:19:52: [Hydrax] Creating materials...
09:19:52: [Hydrax] Creating water material...
09:19:52: GLSL compiling: _Hydrax_Water_VP
09:19:52: GLSL compiled : _Hydrax_Water_VP
09:19:52: GLSL compiling: _Hydrax_Water_FP
09:19:52: GLSL compiled : _Hydrax_Water_FP
09:19:52: Texture: Fresnel.bmp: Loading 1 faces(PF_L8,256x1x1) with 8 generated mipmaps from Image. Internal format is PF_L8,256x1x1.
09:19:52: Texture: Foam.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
09:19:52: [Hydrax] Water material created.
09:19:52: [Hydrax] Creating depth material...
09:19:52: GLSL compiling: _Hydrax_Depth_VP
09:19:52: GLSL compiled : _Hydrax_Depth_VP
09:19:52: GLSL compiling: _Hydrax_Depth_FP
09:19:52: GLSL compiled : _Hydrax_Depth_FP
09:19:52: Texture: Caustics_0.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_1.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_2.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_3.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_4.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_5.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_6.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_7.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_8.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_9.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_10.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_11.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_12.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_13.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_14.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_15.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_16.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_17.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_18.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_19.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_20.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_21.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_22.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_23.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_24.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_25.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_26.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_27.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_28.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_29.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_30.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: Texture: Caustics_31.bmp: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
09:19:52: [Hydrax] Depth material created.
09:19:52: [Hydrax] Materials created.
09:19:52: [Hydrax] Creating water mesh...
09:19:52: [Hydrax] Water mesh created.
09:19:52: GLSL link result :



RENDER SYSTEM : GL / SHADER OPTION: HLSL
Hydrax failed...

09:29:05: *-*-* OGRE Initialising
09:29:05: *-*-* Version 1.7.3 (Cthugha)
09:29:05: Loading library RenderSystem_GL_d
09:29:05: Installing plugin: GL RenderSystem
09:29:05: OpenGL Rendering Subsystem created.
09:29:05: Plugin successfully installed
09:29:05: Loading library Plugin_ParticleFX_d
09:29:05: Installing plugin: ParticleFX
09:29:05: Particle Emitter Type 'Point' registered
09:29:05: Particle Emitter Type 'Box' registered
09:29:05: Particle Emitter Type 'Ellipsoid' registered
09:29:05: Particle Emitter Type 'Cylinder' registered
09:29:05: Particle Emitter Type 'Ring' registered
09:29:05: Particle Emitter Type 'HollowEllipsoid' registered
09:29:05: Particle Affector Type 'LinearForce' registered
09:29:05: Particle Affector Type 'ColourFader' registered
09:29:05: Particle Affector Type 'ColourFader2' registered
09:29:05: Particle Affector Type 'ColourImage' registered
09:29:05: Particle Affector Type 'ColourInterpolator' registered
09:29:05: Particle Affector Type 'Scaler' registered
09:29:05: Particle Affector Type 'Rotator' registered
09:29:05: Particle Affector Type 'DirectionRandomiser' registered
09:29:05: Particle Affector Type 'DeflectorPlane' registered
09:29:05: Plugin successfully installed
09:29:05: CPU Identifier & Features
09:29:05: -------------------------
09:29:05: * CPU ID: GenuineIntel: Intel(R) Core(TM) i3 CPU 540 @ 3.07GHz
09:29:05: * SSE: yes
09:29:05: * SSE2: yes
09:29:05: * SSE3: yes
09:29:05: * MMX: yes
09:29:05: * MMXEXT: yes
09:29:05: * 3DNOW: no
09:29:05: * 3DNOWEXT: no
09:29:05: * CMOV: yes
09:29:05: * TSC: yes
09:29:05: * FPU: yes
09:29:05: * PRO: yes
09:29:05: * HT: no
09:29:05: -------------------------
09:29:05: *** Starting Win32GL Subsystem ***
09:29:05: Creating resource group Bootstrap
09:29:05: Added resource location '../../depends/common/media/utilsObj.zip' of type 'Zip' to resource group 'Bootstrap'
09:29:05: Added resource location '../../depends/common/media/MovingObjects.zip' of type 'Zip' to resource group 'Bootstrap'
09:29:05: Added resource location '../../depends/common/media/cubemapsJS.zip' of type 'Zip' to resource group 'Bootstrap'
09:29:05: Added resource location '../../depends/common/media/MyGUI_Media.zip' of type 'Zip' to resource group 'General'
09:29:05: Creating resource group Hydrax
09:29:05: Added resource location '../../depends/common/media/Hydrax.zip' of type 'Zip' to resource group 'Hydrax'
09:29:05: Creating resource group PreviewTextureGroup
09:29:05: Creating resource group VideoTextureGroup
09:29:05: GLRenderSystem::_createRenderWindow "1117696", 0x0 windowed miscParams: FSAA=4 externalWindowHandle=1117696 vsync=true
09:29:05: GL_VERSION = 3.3.0
09:29:05: GL_VENDOR = NVIDIA Corporation
09:29:05: GL_RENDERER = GeForce 210/PCI/SSE2
09:29:05: GL_EXTENSIONS = GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
09:29:05: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
09:29:05: ***************************
09:29:05: *** GL Renderer Started ***
09:29:05: ***************************
09:29:05: Registering ResourceManager for type GpuProgram
09:29:05: GLSL support detected
09:29:05: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
09:29:05: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:29:05: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
09:29:05: RenderSystem capabilities
09:29:05: -------------------------
09:29:05: RenderSystem Name: OpenGL Rendering Subsystem
09:29:05: GPU Vendor: nvidia
09:29:05: Device Name: GeForce 210/PCI/SSE2
09:29:05: Driver Version: 3.3.0.0
09:29:05: * Fixed function pipeline: yes
09:29:05: * Hardware generation of mipmaps: yes
09:29:05: * Texture blending: yes
09:29:05: * Anisotropic texture filtering: yes
09:29:05: * Dot product texture operation: yes
09:29:05: * Cube mapping: yes
09:29:05: * Hardware stencil buffer: yes
09:29:05: - Stencil depth: 8
09:29:05: - Two sided stencil support: yes
09:29:05: - Wrap stencil values: yes
09:29:05: * Hardware vertex / index buffers: yes
09:29:05: * Vertex programs: yes
09:29:05: * Number of floating-point constants for vertex programs: 1024
09:29:05: * Number of integer constants for vertex programs: 0
09:29:05: * Number of boolean constants for vertex programs: 0
09:29:05: * Fragment programs: yes
09:29:05: * Number of floating-point constants for fragment programs: 512
09:29:05: * Number of integer constants for fragment programs: 0
09:29:05: * Number of boolean constants for fragment programs: 0
09:29:05: * Geometry programs: yes
09:29:05: * Number of floating-point constants for geometry programs: 512
09:29:05: * Number of integer constants for geometry programs: 0
09:29:05: * Number of boolean constants for geometry programs: 0
09:29:05: * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gp4vp gpu_gp gpu_vp nvgp4 vp30 vp40
09:29:05: * Texture Compression: yes
09:29:05: - DXT: yes
09:29:05: - VTC: yes
09:29:05: - PVRTC: no
09:29:05: * Scissor Rectangle: yes
09:29:05: * Hardware Occlusion Query: yes
09:29:05: * User clip planes: yes
09:29:05: * VET_UBYTE4 vertex element type: yes
09:29:05: * Infinite far plane projection: yes
09:29:05: * Hardware render-to-texture: yes
09:29:05: * Floating point textures: yes
09:29:05: * Non-power-of-two textures: yes
09:29:05: * Volume textures: yes
09:29:05: * Multiple Render Targets: 8
09:29:05: - With different bit depths: yes
09:29:05: * Point Sprites: yes
09:29:05: * Extended point parameters: yes
09:29:05: * Max Point Size: 63.375
09:29:05: * Vertex texture fetch: yes
09:29:05: * Number of world matrices: 0
09:29:05: * Number of texture units: 32
09:29:05: * Stencil buffer depth: 8
09:29:05: * Number of vertex blend matrices: 0
09:29:05: - Max vertex textures: 32
09:29:05: - Vertex textures shared: yes
09:29:05: * Render to Vertex Buffer : yes
09:29:05: * GL 1.5 without VBO workaround: no
09:29:05: * Frame Buffer objects: yes
09:29:05: * Frame Buffer objects (ARB extension): no
09:29:05: * Frame Buffer objects (ATI extension): no
09:29:05: * PBuffer support: yes
09:29:05: * GL 1.5 without HW-occlusion workaround: no
09:29:05: Registering ResourceManager for type Texture
09:29:05: Using FSAA from GL_ARB_multisample extension.
09:29:05: DefaultWorkQueue('Root') initialising on thread 00567710.
09:29:05: DefaultWorkQueue('Root')::WorkerFunc - thread 005CEB78 starting.
09:29:05: DefaultWorkQueue('Root')::WorkerFunc - thread 005CEBA8 starting.
09:29:05: DefaultWorkQueue('Root')::WorkerFunc - thread 005CEC08 starting.
09:29:05: DefaultWorkQueue('Root')::WorkerFunc - thread 005CEC68 starting.
09:29:05: Using FSAA from GL_ARB_multisample extension.
09:29:05: Using FSAA from GL_ARB_multisample extension.
09:29:05: Using FSAA from GL_ARB_multisample extension.
09:29:05: Using FSAA from GL_ARB_multisample extension.
09:29:05: Particle Renderer Type 'billboard' registered
09:29:05: Parsing scripts for resource group Autodetect
09:29:05: Finished parsing scripts for resource group Autodetect
...
09:29:05: Finished parsing scripts for resource group Bootstrap
09:29:05: Parsing scripts for resource group General
09:29:05: Finished parsing scripts for resource group General
09:29:05: Parsing scripts for resource group Hydrax
09:29:05: Finished parsing scripts for resource group Hydrax
09:29:05: Parsing scripts for resource group Internal
09:29:05: Finished parsing scripts for resource group Internal
09:29:05: Parsing scripts for resource group PreviewTextureGroup
09:29:05: Finished parsing scripts for resource group PreviewTextureGroup
09:29:05: Parsing scripts for resource group VideoTextureGroup
09:29:05: Finished parsing scripts for resource group VideoTextureGroup
...
09:29:30: [Hydrax] Hydrax created.
09:29:30: [Hydrax] minimal2.hdx loaded.
09:29:30: [Hydrax] Creating module...
09:29:30: [Hydrax] Creating SimpleGridVertex module.
09:29:30: [Hydrax] SimpleGridVertex created.
09:29:30: [Hydrax] Module created.
09:29:30: [Hydrax] Initializating RTT Manager...
09:29:30: [Hydrax] RTT manager initialized.
09:29:30: [Hydrax] Registring device restored listener...
09:29:30: [Hydrax] Device restored listener registred.
09:29:30: [Hydrax] Creating materials...
09:29:30: [Hydrax] Creating water material...
09:29:30: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\ogre_src_v1-7-3\OgreMain\src\OgreGpuProgramParams.cpp (line 1425)


RENDER SYSTEM : GL / SHADER OPTION: CG
Hydrax failed...

09:35:59: *-*-* OGRE Initialising
09:35:59: *-*-* Version 1.7.3 (Cthugha)
09:35:59: Loading library RenderSystem_GL_d
09:35:59: Installing plugin: GL RenderSystem
09:35:59: OpenGL Rendering Subsystem created.
09:35:59: Plugin successfully installed
09:35:59: Loading library Plugin_ParticleFX_d
09:35:59: Installing plugin: ParticleFX
09:35:59: Particle Emitter Type 'Point' registered
09:35:59: Particle Emitter Type 'Box' registered
09:35:59: Particle Emitter Type 'Ellipsoid' registered
09:35:59: Particle Emitter Type 'Cylinder' registered
09:35:59: Particle Emitter Type 'Ring' registered
09:35:59: Particle Emitter Type 'HollowEllipsoid' registered
09:35:59: Particle Affector Type 'LinearForce' registered
09:35:59: Particle Affector Type 'ColourFader' registered
09:35:59: Particle Affector Type 'ColourFader2' registered
09:35:59: Particle Affector Type 'ColourImage' registered
09:35:59: Particle Affector Type 'ColourInterpolator' registered
09:35:59: Particle Affector Type 'Scaler' registered
09:35:59: Particle Affector Type 'Rotator' registered
09:35:59: Particle Affector Type 'DirectionRandomiser' registered
09:35:59: Particle Affector Type 'DeflectorPlane' registered
09:35:59: Plugin successfully installed
09:35:59: CPU Identifier & Features
09:35:59: -------------------------
09:35:59: * CPU ID: GenuineIntel: Intel(R) Core(TM) i3 CPU 540 @ 3.07GHz
09:35:59: * SSE: yes
09:35:59: * SSE2: yes
09:35:59: * SSE3: yes
09:35:59: * MMX: yes
09:35:59: * MMXEXT: yes
09:35:59: * 3DNOW: no
09:35:59: * 3DNOWEXT: no
09:35:59: * CMOV: yes
09:35:59: * TSC: yes
09:35:59: * FPU: yes
09:35:59: * PRO: yes
09:35:59: * HT: no
09:35:59: -------------------------
09:35:59: *** Starting Win32GL Subsystem ***
09:35:59: Creating resource group Bootstrap
09:35:59: Added resource location '../../depends/common/media/utilsObj.zip' of type 'Zip' to resource group 'Bootstrap'
09:35:59: Added resource location '../../depends/common/media/MovingObjects.zip' of type 'Zip' to resource group 'Bootstrap'
09:35:59: Added resource location '../../depends/common/media/cubemapsJS.zip' of type 'Zip' to resource group 'Bootstrap'
09:35:59: Added resource location '../../depends/common/media/MyGUI_Media.zip' of type 'Zip' to resource group 'General'
09:35:59: Creating resource group Hydrax
09:35:59: Added resource location '../../depends/common/media/Hydrax.zip' of type 'Zip' to resource group 'Hydrax'
09:35:59: Creating resource group PreviewTextureGroup
09:35:59: Creating resource group VideoTextureGroup
09:35:59: GLRenderSystem::_createRenderWindow "1640790", 0x0 windowed miscParams: FSAA=4 externalWindowHandle=1640790 vsync=true
09:35:59: GL_VERSION = 3.3.0
09:35:59: GL_VENDOR = NVIDIA Corporation
09:35:59: GL_RENDERER = GeForce 210/PCI/SSE2
09:35:59: GL_EXTENSIONS = GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
09:35:59: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
09:35:59: ***************************
09:35:59: *** GL Renderer Started ***
09:35:59: ***************************
09:35:59: Registering ResourceManager for type GpuProgram
09:35:59: GLSL support detected
09:35:59: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
09:35:59: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
09:35:59: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
09:35:59: RenderSystem capabilities
09:35:59: -------------------------
09:35:59: RenderSystem Name: OpenGL Rendering Subsystem
09:35:59: GPU Vendor: nvidia
09:35:59: Device Name: GeForce 210/PCI/SSE2
09:35:59: Driver Version: 3.3.0.0
09:35:59: * Fixed function pipeline: yes
09:35:59: * Hardware generation of mipmaps: yes
09:35:59: * Texture blending: yes
09:35:59: * Anisotropic texture filtering: yes
09:35:59: * Dot product texture operation: yes
09:35:59: * Cube mapping: yes
09:35:59: * Hardware stencil buffer: yes
09:35:59: - Stencil depth: 8
09:35:59: - Two sided stencil support: yes
09:35:59: - Wrap stencil values: yes
09:35:59: * Hardware vertex / index buffers: yes
09:35:59: * Vertex programs: yes
09:35:59: * Number of floating-point constants for vertex programs: 1024
09:35:59: * Number of integer constants for vertex programs: 0
09:35:59: * Number of boolean constants for vertex programs: 0
09:35:59: * Fragment programs: yes
09:35:59: * Number of floating-point constants for fragment programs: 512
09:35:59: * Number of integer constants for fragment programs: 0
09:35:59: * Number of boolean constants for fragment programs: 0
09:35:59: * Geometry programs: yes
09:35:59: * Number of floating-point constants for geometry programs: 512
09:35:59: * Number of integer constants for geometry programs: 0
09:35:59: * Number of boolean constants for geometry programs: 0
09:35:59: * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gp4vp gpu_gp gpu_vp nvgp4 vp30 vp40
09:35:59: * Texture Compression: yes
09:35:59: - DXT: yes
09:35:59: - VTC: yes
09:35:59: - PVRTC: no
09:35:59: * Scissor Rectangle: yes
09:35:59: * Hardware Occlusion Query: yes
09:35:59: * User clip planes: yes
09:35:59: * VET_UBYTE4 vertex element type: yes
09:35:59: * Infinite far plane projection: yes
09:35:59: * Hardware render-to-texture: yes
09:35:59: * Floating point textures: yes
09:35:59: * Non-power-of-two textures: yes
09:35:59: * Volume textures: yes
09:35:59: * Multiple Render Targets: 8
09:35:59: - With different bit depths: yes
09:35:59: * Point Sprites: yes
09:35:59: * Extended point parameters: yes
09:35:59: * Max Point Size: 63.375
09:35:59: * Vertex texture fetch: yes
09:35:59: * Number of world matrices: 0
09:35:59: * Number of texture units: 32
09:35:59: * Stencil buffer depth: 8
09:35:59: * Number of vertex blend matrices: 0
09:35:59: - Max vertex textures: 32
09:35:59: - Vertex textures shared: yes
09:35:59: * Render to Vertex Buffer : yes
09:35:59: * GL 1.5 without VBO workaround: no
09:35:59: * Frame Buffer objects: yes
09:35:59: * Frame Buffer objects (ARB extension): no
09:35:59: * Frame Buffer objects (ATI extension): no
09:35:59: * PBuffer support: yes
09:35:59: * GL 1.5 without HW-occlusion workaround: no
09:35:59: Registering ResourceManager for type Texture
09:35:59: Using FSAA from GL_ARB_multisample extension.
09:35:59: DefaultWorkQueue('Root') initialising on thread 00947820.
09:35:59: DefaultWorkQueue('Root')::WorkerFunc - thread 00989948 starting.
09:35:59: DefaultWorkQueue('Root')::WorkerFunc - thread 00989978 starting.
09:35:59: DefaultWorkQueue('Root')::WorkerFunc - thread 009899D8 starting.
09:35:59: DefaultWorkQueue('Root')::WorkerFunc - thread 00989A38 starting.
09:35:59: Using FSAA from GL_ARB_multisample extension.
09:35:59: Using FSAA from GL_ARB_multisample extension.
09:35:59: Using FSAA from GL_ARB_multisample extension.
09:35:59: Using FSAA from GL_ARB_multisample extension.
09:35:59: Particle Renderer Type 'billboard' registered
09:35:59: Parsing scripts for resource group Autodetect
09:35:59: Finished parsing scripts for resource group Autodetect
09:35:59: Parsing scripts for resource group Bootstrap
...
09:35:59: Finished parsing scripts for resource group Bootstrap
09:35:59: Parsing scripts for resource group General
09:35:59: Finished parsing scripts for resource group General
09:35:59: Parsing scripts for resource group Hydrax
09:35:59: Finished parsing scripts for resource group Hydrax
09:35:59: Parsing scripts for resource group Internal
09:35:59: Finished parsing scripts for resource group Internal
09:35:59: Parsing scripts for resource group PreviewTextureGroup
09:35:59: Finished parsing scripts for resource group PreviewTextureGroup
09:35:59: Parsing scripts for resource group VideoTextureGroup
09:35:59: Finished parsing scripts for resource group VideoTextureGroup
...
09:36:24: [Hydrax] Hydrax created.
09:36:24: [Hydrax] minimal2.hdx loaded.
09:36:24: [Hydrax] Creating module...
09:36:24: [Hydrax] Creating SimpleGridVertex module.
09:36:24: [Hydrax] SimpleGridVertex created.
09:36:24: [Hydrax] Module created.
09:36:24: [Hydrax] Initializating RTT Manager...
09:36:24: [Hydrax] RTT manager initialized.
09:36:24: [Hydrax] Registring device restored listener...
09:36:24: [Hydrax] Device restored listener registred.
09:36:24: [Hydrax] Creating materials...
09:36:24: [Hydrax] Creating water material...
09:36:24: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\ogre_src_v1-7-3\OgreMain\src\OgreGpuProgramParams.cpp (line 1425)


here is water based on GLSL:

Uldall

25-07-2011 09:18:19

Did you ever resolve this issue? I am having the same problem.

H0THEAD

28-07-2011 08:59:33

I am using Ogre 1.7.4 with Hydrax 0.5.4 with no problem.
With GL render i use GLSL shader mode, with DirectX - HLSL. I can`n understand while cg shaders fails in release mode in GL render.

separated shader mode

if (m_pRoot->getRenederSystem()->getName() == "OpenGL Rendering Subsystem")
m_pHydrax->setShaderMode( Hydrax::MaterialManager::SM_GLSL);
else
m_pHydrax->setShaderMode( Hydrax::MaterialManager::SM_HLSL);


p.s. Don`t forget to update Hydrax's version in your config files! Sorry for my english.

Uldall

28-07-2011 10:09:16

Hi HOTHEAD,

Thank you for your reply :)

Does the rendered scene look as good in OpenGL as it does using DIrectX?

OpenGL using GLSL:


DirectX using HLSL:


As you can see there is a much smoother transition between the sky and the water using DirectX. The same goes for the transition between the water and the island.

Do you also have this problem?

http://www.ogre3d.org/tikiwiki/Hydrax states that GLSL shaders are in the 0.6 roadmap. So it might seem that the GLSL shaders doesn't work!

H0THEAD

28-07-2011 10:19:00

I can`t answer because i does not use depth and caustic in my app.

H0THEAD

28-07-2011 10:30:08

OpenGL and DirectX. I can`t see any difference

SanguinarioJoe

28-07-2011 12:23:11

As you can see there is a much smoother transition between the sky and the water using DirectX. The same goes for the transition between the water and the island.

It's not a bug.

The last unofficial version of Hydrax has got a distance based occlusion (not only depth based) using GLSL shaders. So if you moves the camera over the island the effect is quite similar with HLSL and GLSL, but if you moves the camera too far of island, probably you can't see anything underwater (as happens at real world) with GLSL.

Regards,
Jose Luis Cercós Pita

Uldall

28-07-2011 12:53:11

If GLSL is supposed to work correctly then I must be doing something wrong. These pictures are taken from the Demo1 application:

Horizon:
OpenGL GLSL:


DirectX HLSL:


Shoreline:
OpenGL GLSL:


DIrectX HLSL:


How can I get the smooth transitions in GLSL as is the case in HLSL?