3D rendering of a dynamic environment - UPDATED [23/02/2009]

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!

was my work useful for you?

Yes, it has been very useful
19
76%
It helped me a little
1
4%
Completely useless
5
20%
 
Total votes : 25

3D rendering of a dynamic environment - UPDATED [23/02/2009]

Postby netskate » Sun Nov 30, 2008 8:39 am

This is my own project I had made for my graduating thesis:

"3D rendering of a dynamic environment in gaming scope"

here a link to download the demo:
http://www.mediafire.com/?byqxzdqmilw

What do you need to run the demo:
* Latest Directx Runtime:
http://www.microsoft.com/downloads/details.aspx?displaylang=it&FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3
* Latest OpenAL:
http://connect.creativelabs.com/openal/Downloads/oalinst.zip
* Latest Physx System Software:
http://us.download.nvidia.com/Windows/8.10.13/PhysX_8.10.13_SystemSoftware.exe

Here some features:

* Day/night cycle (using caelum)
* Realistic water reflection, refraction (using hydrax)
* Optimized rendering of static paged geometry (using paged geometry)
* Free camera with variable speed to explore the ambient
* Possibility to take screenshots with sys stamp key
* Terrain rendering with tsm from heightmap with physx collision detection support
* Terrain texturing with splatting textures technique
* Parallax mapping on road texture for good depth effect (thanks xavyiy)
* Multiple sounds playing support (using OgreOggSound)
* Multiple particle system effects (using particle universe)
* Random weather conditions simulation, with:
* Dynamic wind variables (speed, direction)
* Rain effects with different intensity, speed, direction (wind correlated)
* Thunderstorm with lightning effects
* Thunders' sounds calculated in base of the lightnings positions related to observer position, with real attenuation/distance retard to hear them.
* Water surface update in base of weather conditions (big or little waves)
* No presets defined, all is random

All this is into a framework that provide:
Sounds management
Particle Systems management
Physx management
Paged Geometry management
Input management

with possibility to extend it for development of a complete game.

Here some screenshots:

Image Image Image Image
Image Image Image Image
Image

this is my first Ogre3D experience, and I hope that's not the last ^^
so, don't be too hard with me ^^

know bugs:
with opengl there's a displacement error with paged geometry density map:
http://www.ogre3d.org/phpBB2addons/view ... 1e1d70acd5

p.s.: I had to fix all license related code (scripting, material, etc), but this isn't a commercial project so I hope there aren't problems for this.

LAST UPDATE 23/02/2009
SOURCE CODE RELEASED

After receiving many requests I have decided to release the source code of my project under LGPL.
The only thing I ask is to report (in this thread) the various projects that integrate all or part of my job.
Any change of interest for the development of the project or bug fix, should always be reported on this thread so I can integrate them into the project as a subsequent release.

The project as it has been issued is not a library, but one with the framework in which it was developed. So it need some work to be used in other projects.
If someone wants to make it modular to be used as a library is authorized to do so, as long as signals in this thread of the detailed design work to be done to make the community involved.

I hope that my work could be of help to many projects.

If you like my work you can donate by click here Image

UPDATE 9/12/2008
I fixed some bugs and some features.

Here the list:
- Fixed a bug with thunder's sound
- Rain direction related to wind, now works correctly
- New more realistic sun reflects on water (specially when cloudy)
- Better lightning position in way to see them
- Fixed some minour bugs
Last edited by netskate on Mon Feb 23, 2009 3:36 pm, edited 14 times in total.
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby calsmurf2904 » Sun Nov 30, 2008 10:30 am

looks really awesome....this would be a good starting environment for a possible game :P
Visit my blog at http://calsmurf2904.wordpress.com !
Got a Google Wave account? Add me as contact! (projectxgame <at> gmail <dot> com)
Image
User avatar
calsmurf2904
Orc
 
Posts: 401
Kudos: 0
Joined: 16 Sep 2008
Location: Netherlands

Postby CoreDumped » Sun Nov 30, 2008 2:08 pm

screen shots look great

however, the download doesnt work. tried twice. says invalid archive and i see only the media folder.
User avatar
CoreDumped
Gremlin
 
Posts: 177
Kudos: 14
Joined: 05 Aug 2007

Postby netskate » Sun Nov 30, 2008 2:18 pm

I'm sorry,
Some minutes ago I was uploading a new package with a "take screenshots" features.

Can you try again? It should work now ^^

edit:

upload seems to be not finished correctly, I can solve this in some minute ^^

--

site90 spaces sucks, so I have uploaded it on mega upload and another site of file sharing to gave you a different mirror.

Tell me if all is working now
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby Lothar » Sun Nov 30, 2008 3:05 pm

Now it works :D
Looks very nice, especially sky in the night :-) I think trees change their LOD a little too fast 8-)
User avatar
Lothar
Kobold
 
Posts: 32
Kudos: 0
Joined: 27 Aug 2006
Location: Poland->Gdansk

Postby netskate » Sun Nov 30, 2008 3:20 pm

I haven't optimized it for now very much.

most work is done in the weather manager algorithm,
libraries integration,
and added features to paged geometry to support dynamic lighting with impostors, adding trees using a density maps, etc etc

^^
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby calsmurf2904 » Sun Nov 30, 2008 3:37 pm

you should definatly create a game of it (however...it might be hard to save the maps)....would be a great RPG or FPS
Visit my blog at http://calsmurf2904.wordpress.com !
Got a Google Wave account? Add me as contact! (projectxgame <at> gmail <dot> com)
Image
User avatar
calsmurf2904
Orc
 
Posts: 401
Kudos: 0
Joined: 16 Sep 2008
Location: Netherlands

Postby xesf » Mon Dec 01, 2008 7:36 pm

A really great work. Its indeed a good way to start a game.

What are your plans for it?!
xesf
Gnoblar
 
Posts: 1
Kudos: 0
Joined: 01 Dec 2008

Postby netskate » Mon Dec 01, 2008 7:51 pm

I had started with the idea of making a RPG/Action RPG game, but there were troubles:

* lack of experience in 3d games development with all related problems
* no time available to make a good work because I'll graduating on 17th december 2008
* I'm alone, and one programmer can't be so much
* lack of contents creators (3d modelers, animator, etc)

So, I had to fold my original project into a small project to make it presentable.

I don't think this could be used for making a game without change.
Framework is too generic and need to be implemented better and as divided project from game itself.

In this I solve related problem with some library integration (thanks to developer too) and I think I'll release the source with some kind of open license after my degree. I think can be useful for others users too.

Sincerely I don't have plan for it. I use it to take first experience and begin to know ogre world.

If someone could be interested to integrate/implement my demo in a serious/detailed/with good team project, so, I'll be very happy join to him.

But for now, is only a little demo ^^
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby Penguin » Tue Dec 02, 2008 4:13 am

I'd be interested in using it for my game, considering all the problems I'm having with getting it just get the menu working.
Penguin
Halfling
 
Posts: 83
Kudos: 0
Joined: 15 Feb 2008

Postby quanganht » Tue Dec 02, 2008 1:57 pm

"C++ runtime error" ???
quanganht
Halfling
 
Posts: 56
Kudos: 0
Joined: 19 Jun 2008

Postby Sam.Online » Tue Dec 02, 2008 2:30 pm

C++ Runtime Error + my Video card is crashing, Catalyst have to reset my graphic card 8/ (i got an HD 3650)
Sam.Online
Gnoblar
 
Posts: 12
Kudos: 0
Joined: 21 Jan 2008

Postby netskate » Tue Dec 02, 2008 3:07 pm

can you post your hardware configuration and relative driver installed?

also ogre.log if possible
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby Nargil » Tue Dec 02, 2008 4:01 pm

Code: Select all
15:53:32: Creating resource group General
15:53:32: Creating resource group Internal
15:53:32: Creating resource group Autodetect
15:53:32: SceneManagerFactory for type 'DefaultSceneManager' registered.
15:53:32: Registering ResourceManager for type Material
15:53:32: Registering ResourceManager for type Mesh
15:53:32: Registering ResourceManager for type Skeleton
15:53:32: MovableObjectFactory for type 'ParticleSystem' registered.
15:53:32: OverlayElementFactory for type Panel registered.
15:53:32: OverlayElementFactory for type BorderPanel registered.
15:53:32: OverlayElementFactory for type TextArea registered.
15:53:32: Registering ResourceManager for type Font
15:53:32: ArchiveFactory for archive type FileSystem registered.
15:53:32: ArchiveFactory for archive type Zip registered.
15:53:32: FreeImage version: 3.10.0
15:53:32: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
15:53:32: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
15:53:32: DDS codec registering
15:53:32: Registering ResourceManager for type HighLevelGpuProgram
15:53:32: Registering ResourceManager for type Compositor
15:53:32: MovableObjectFactory for type 'Entity' registered.
15:53:32: MovableObjectFactory for type 'Light' registered.
15:53:32: MovableObjectFactory for type 'BillboardSet' registered.
15:53:32: MovableObjectFactory for type 'ManualObject' registered.
15:53:32: MovableObjectFactory for type 'BillboardChain' registered.
15:53:32: MovableObjectFactory for type 'RibbonTrail' registered.
15:53:32: Loading library .\plugins\..\ParticleUniverse
15:53:32: Installing plugin: ParticleUniverse
15:53:32: MovableObjectFactory for type 'PUParticleSystem' registered.
15:53:32: MovableObjectFactory for type 'BoxSet' registered.
15:53:32: MovableObjectFactory for type 'SphereSet' registered.
15:53:32: ParticleUniverse: Particle Renderer Type 'Billboard' registered
15:53:32: ParticleUniverse: Particle Renderer Type 'Box' registered
15:53:32: ParticleUniverse: Particle Renderer Type 'Sphere' registered
15:53:32: ParticleUniverse: Particle Renderer Type 'Entity' registered
15:53:32: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
15:53:32: ParticleUniverse: Particle Renderer Type 'Light' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Point' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Line' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Box' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Circle' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Vertex' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Position' registered
15:53:32: ParticleUniverse: Particle Emitter Type 'Slave' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Dummy01' registered
15:53:32: ParticleUniverse: Particle Affector Type 'LinearForce' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Gravity' registered
15:53:32: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Vortex' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Randomiser' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Line' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Scale' registered
15:53:32: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
15:53:32: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Jet' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Align' registered
15:53:32: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
15:53:32: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
15:53:32: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Colour' registered
15:53:32: ParticleUniverse: Particle Affector Type 'SineForce' registered
15:53:32: ParticleUniverse: Particle Affector Type 'Dummy02' registered
15:53:32: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
15:53:32: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
15:53:32: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
15:53:32: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
15:53:32: ParticleUniverse: Particle Affector Type 'PathFollower' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnExpire' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnEmission' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnCount' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnCollision' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnTime' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnPosition' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnClear' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnQuota' registered
15:53:32: ParticleUniverse: Particle Observer Type 'OnRandom' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
15:53:32: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
15:53:32: ParticleUniverse: Particle Extern Type 'Gravity' registered
15:53:32: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
15:53:32: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
15:53:32: ParticleUniverse: Particle Extern Type 'Vortex' registered
15:53:32: ParticleUniverse: Particle Behaviour Type 'Slave' registered
15:53:32: Plugin successfully installed
15:53:32: Loading library .\plugins\Plugin_CgProgramManager
15:53:32: Installing plugin: Cg Program Manager
15:53:33: Plugin successfully installed
15:53:33: Loading library .\plugins\Plugin_OctreeSceneManager
15:53:33: Installing plugin: Octree & Terrain Scene Manager
15:53:33: Plugin successfully installed
15:53:33: Loading library .\plugins\RenderSystem_Direct3D9
15:53:33: Installing plugin: D3D9 RenderSystem
15:53:33: D3D9 : Direct3D9 Rendering Subsystem created.
15:53:33: D3D9: Driver Detection Starts
15:53:33: D3D9: Driver Detection Ends
15:53:33: Plugin successfully installed
15:53:33: Loading library .\plugins\RenderSystem_GL
15:53:33: Installing plugin: GL RenderSystem
15:53:33: OpenGL Rendering Subsystem created.
15:53:33: Plugin successfully installed
15:53:33: *-*-* OGRE Initialising
15:53:33: *-*-* Version 1.6.0 (Shoggoth)
15:53:33: Creating resource group Caelum
15:53:33: Added resource location '../media/Caelum' of type 'FileSystem' to resource group 'Caelum'
15:53:33: Added resource location '../media' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/fonts' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/gui' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/materials/programs' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/materials/scripts' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/materials/textures' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/models' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/models/characters' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/overlay' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/packs' of type 'FileSystem' to resource group 'General'
15:53:33: Added resource location '../media/particle' of type 'FileSystem' to resource group 'General'
15:53:33: Creating resource group Hydrax
15:53:33: Added resource location '../media/Hydrax' of type 'FileSystem' to resource group 'Hydrax'
15:53:33: Creating resource group ParticleUniverse
15:53:33: Added resource location '../media/ParticleUniverse' of type 'FileSystem' to resource group 'ParticleUniverse'
15:53:33: Added resource location '../media/ParticleUniverse/material' of type 'FileSystem' to resource group 'ParticleUniverse'
15:53:33: Added resource location '../media/ParticleUniverse/scripts' of type 'FileSystem' to resource group 'ParticleUniverse'
15:53:33: Added resource location '../media/ParticleUniverse/models' of type 'FileSystem' to resource group 'ParticleUniverse'
15:53:33: Added resource location '../media/ParticleUniverse/textures' of type 'FileSystem' to resource group 'ParticleUniverse'
15:53:33: Creating resource group Sounds
15:53:33: Added resource location '../media/sounds/weather' of type 'FileSystem' to resource group 'Sounds'
15:53:33: Creating resource group Terrain
15:53:33: Added resource location '../media/Terrain' of type 'FileSystem' to resource group 'Terrain'
15:53:33: Added resource location '../media/Terrain/grass' of type 'FileSystem' to resource group 'Terrain'
15:53:33: Added resource location '../media/Terrain/textures' of type 'FileSystem' to resource group 'Terrain'
15:53:33: Added resource location '../media/Terrain/textures/low' of type 'FileSystem' to resource group 'Terrain'
15:53:33: Added resource location '../media/Terrain/textures/mid' of type 'FileSystem' to resource group 'Terrain'
15:53:33: Added resource location '../media/Terrain/textures/high' of type 'FileSystem' to resource group 'Terrain'
15:53:33: OGRE EXCEPTION(6:FileNotFoundException): 'ogre.cfg' file not found! in ConfigFile::load at ..\src\OgreConfigFile.cpp (line 84)
15:53:40: CPU Identifier & Features
15:53:40: -------------------------
15:53:40:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 CPU          6300  @ 1.86GHz
15:53:40:  *      SSE: yes
15:53:40:  *     SSE2: yes
15:53:40:  *     SSE3: yes
15:53:40:  *      MMX: yes
15:53:40:  *   MMXEXT: yes
15:53:40:  *    3DNOW: no
15:53:40:  * 3DNOWEXT: no
15:53:40:  *     CMOV: yes
15:53:40:  *      TSC: yes
15:53:40:  *      FPU: yes
15:53:40:  *      PRO: yes
15:53:40:  *       HT: no
15:53:40: -------------------------
15:53:40: *** Starting Win32GL Subsystem ***
15:53:40: GLRenderSystem::_createRenderWindow "Rush", 1024x768 windowed  miscParams: FSAA=0 colourDepth=32 displayFrequency=0 gamma=false vsync=false
15:53:40: Created Win32Window 'Rush' : 1024x768, 32bpp
15:53:40: GL_VERSION = 2.1.2
15:53:40: GL_VENDOR = NVIDIA Corporation
15:53:40: GL_RENDERER = GeForce 8800 GT/PCI/SSE2
15:53:40: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_bindable_uniform 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_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats 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_rescale_normal GL_EXT_secondary_color 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_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render 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_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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_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
15:53:40: Supported WGL extensions: WGL_ARB_buffer_region 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_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
15:53:40: ***************************
15:53:40: *** GL Renderer Started ***
15:53:40: ***************************
15:53:40: Registering ResourceManager for type GpuProgram
15:53:40: GLSL support detected
15:53:40: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
15:53:40: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:53:40: [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
15:53:40: RenderSystem capabilities
15:53:40: -------------------------
15:53:40: RenderSystem Name: OpenGL Rendering Subsystem
15:53:40: GPU Vendor: nvidia
15:53:40: Device Name: GeForce 8800 GT/PCI/SSE2
15:53:40: Driver Version: 2.1.2.0
15:53:40:  * Fixed function pipeline: yes
15:53:40:  * Hardware generation of mipmaps: yes
15:53:40:  * Texture blending: yes
15:53:40:  * Anisotropic texture filtering: yes
15:53:40:  * Dot product texture operation: yes
15:53:40:  * Cube mapping: yes
15:53:40:  * Hardware stencil buffer: yes
15:53:40:    - Stencil depth: 8
15:53:40:    - Two sided stencil support: yes
15:53:40:    - Wrap stencil values: yes
15:53:40:  * Hardware vertex / index buffers: yes
15:53:40:  * Vertex programs: yes
15:53:40:  * Fragment programs: yes
15:53:40:  * Geometry programs: yes
15:53:40:  * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gpu_gp nvgp4 vp30 vp40
15:53:40:  * Texture Compression: yes
15:53:40:    - DXT: yes
15:53:40:    - VTC: yes
15:53:40:  * Scissor Rectangle: yes
15:53:40:  * Hardware Occlusion Query: yes
15:53:40:  * User clip planes: yes
15:53:40:  * VET_UBYTE4 vertex element type: yes
15:53:40:  * Infinite far plane projection: yes
15:53:40:  * Hardware render-to-texture: yes
15:53:40:  * Floating point textures: yes
15:53:40:  * Non-power-of-two textures: yes
15:53:40:  * Volume textures: yes
15:53:40:  * Multiple Render Targets: 8
15:53:40:    - With different bit depths: yes
15:53:40:  * Point Sprites: yes
15:53:40:  * Extended point parameters: yes
15:53:40:  * Max Point Size: 63.375
15:53:40:  * Vertex texture fetch: yes
15:53:40:    - Max vertex textures: 32
15:53:40:    - Vertex textures shared: yes
15:53:40:  * Render to Vertex Buffer : yes
15:53:40:  * GL 1.5 without VBO workaround: no
15:53:40:  * Frame Buffer objects: yes
15:53:40:  * Frame Buffer objects (ARB extension): no
15:53:40:  * Frame Buffer objects (ATI extension): no
15:53:40:  * PBuffer suppport: no
15:53:40:  * GL 1.5 without HW-occlusion workaround: no
15:53:40: Registering ResourceManager for type Texture
15:53:40: ResourceBackgroundQueue - threading disabled
15:53:40: Particle Renderer Type 'billboard' registered
15:53:40: SceneManagerFactory for type 'OctreeSceneManager' registered.
15:53:40: SceneManagerFactory for type 'TerrainSceneManager' registered.
15:53:40: Parsing scripts for resource group Autodetect
15:53:40: Finished parsing scripts for resource group Autodetect
15:53:40: Parsing scripts for resource group Caelum
15:53:40: Parsing script GroundFog.program
15:53:40: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
15:53:40: Compiler error: invalid parameters in GroundFog.program(30): setting of constant failed
15:53:40: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
15:53:40: Compiler error: invalid parameters in GroundFog.program(63): setting of constant failed
15:53:40: Parsing script Haze.program
15:53:40: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
15:53:40: Compiler error: invalid parameters in Haze.program(30): setting of constant failed
15:53:40: Parsing script MinimalCompositorVP.program
15:53:40: Parsing script DepthComposer.material
15:53:40: Parsing script GroundFog.material
15:53:40: Parsing script LayeredClouds.material
15:53:40: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
15:53:40: Compiler error: invalid parameters in LayeredClouds.material(30): setting of constant failed
15:53:40: Parsing script moon.material
15:53:40: Parsing script PointStarfield.material
15:53:40: Parsing script Precipitation.material
15:53:40: Parsing script SkyDome.material
15:53:40: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
15:53:40: Compiler error: invalid parameters in SkyDome.material(58): setting of constant failed
15:53:40: Parsing script Starfield.material
15:53:40: Parsing script Sun.material
15:53:40: Parsing script DepthComposer.compositor
15:53:40: Parsing script Precipitation.compositor
15:53:40: Finished parsing scripts for resource group Caelum
15:53:40: Parsing scripts for resource group General
15:53:40: Parsing script fade.material
15:53:40: Parsing script piano.material
15:53:40: Parsing script Scene.material
15:53:40: Parsing script fade.overlay
15:53:40: Texture: black.png: Loading 1 faces(PF_R8G8B8,23x23x1) with 4 generated mipmaps from Image. Internal format is PF_X8R8G8B8,23x23x1.
15:53:40: Texture: white.png: Loading 1 faces(PF_R8G8B8,23x23x1) with 4 generated mipmaps from Image. Internal format is PF_X8R8G8B8,23x23x1.
15:53:40: Finished parsing scripts for resource group General
15:53:40: Parsing scripts for resource group Hydrax
15:53:40: Parsing script debug.material
15:53:40: Finished parsing scripts for resource group Hydrax
15:53:40: Parsing scripts for resource group Internal
15:53:40: Finished parsing scripts for resource group Internal
15:53:40: Parsing scripts for resource group ParticleUniverse
15:53:40: Parsing script Lightning.material
15:53:40: Parsing script Weather.material
15:53:40: Parsing script generic.pua
15:53:40: ParticleUniverse: Alias '$defaultBillboardRenderer' registered
15:53:40: ParticleUniverse: Alias '$flatBillboardRenderer' registered
15:53:40: ParticleUniverse: Alias '$simpleEmitter' registered
15:53:40: Parsing script lightning.pu
15:53:40: ParticleUniverse: Particle System Template 'electricBeamSystem' registered
15:53:40: Texture: pu_lightning.png: Loading 1 faces(PF_A8R8G8B8,20x64x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,20x64x1.
15:53:40: Parsing script weather.pu
15:53:40: ParticleUniverse: Particle System Template 'rainSystem_pioggia' registered
15:53:40: Texture: pu_rain_01.png: Loading 1 faces(PF_L16,32x1050x1) with 10 generated mipmaps from Image. Internal format is PF_L16,32x1050x1.
15:53:40: Texture: flare.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
15:53:40: ParticleUniverse: Particle System Template 'rainSystem_splash' registered
15:53:40: Texture: pu_mist_01_128x128.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
15:53:40: ParticleUniverse: Particle System Template 'rainSystem_hail' registered
15:53:40: Finished parsing scripts for resource group ParticleUniverse
15:53:40: Parsing scripts for resource group Sounds
15:53:40: Finished parsing scripts for resource group Sounds
15:53:40: Parsing scripts for resource group Terrain
15:53:40: Parsing script terrain.material
15:53:40: Parsing script 3d-diggers_fir.material
15:53:40: Parsing script grass.material
15:53:40: Finished parsing scripts for resource group Terrain
15:53:40: TerrainSceneManager: Registered a new PageSource for type Heightmap
15:53:40: TerrainSceneManager: Activated PageSource Heightmap
15:53:40: Texture: mymap_d.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
15:53:40: Texture: 512_sand.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:53:40: Texture: 512_sandGrass.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:53:40: Texture: 512_shortGrass.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:53:40: Texture: 512_crackedDirtSandNormal.png: Loading 1 faces(PF_SHORT_RGB,513x512x1) with 9 generated mipmaps from Image. Internal format is PF_SHORT_RGB,513x512x1.
15:53:41: Texture: 512_crackedDirtSand.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:53:41: Texture: mymap_c.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:53:41: ***********************************
15:53:41: *** --- Initialising OpenAL --- ***
15:53:41: ***********************************
15:53:41: *** --- OpenAL version 1.1
15:53:41: *** --- AVAILABLE DEVICES --- ***
15:53:41: *** --- Generic Software
15:53:41: *** --- Choosing: Generic Software (Default device)
15:53:41: *** --- OpenAL Device successfully created
15:53:41: *** --- OpenAL Context successfully created
15:53:41: *** --- SUPPORTED FORMATS
15:53:41: *** --- AL_FORMAT_MONO16 -- Monophonic Sound
15:53:41: *** --- AL_FORMAT_STEREO16 -- Stereo Sound
15:53:41: *** --- AL_FORMAT_QUAD16 -- 4 Channel Sound
15:53:41: *** --- AL_FORMAT_51CHN16 -- 5.1 Surround Sound
15:53:41: *** --- AL_FORMAT_61CHN16 -- 6.1 Surround Sound
15:53:41: *** --- AL_FORMAT_71CHN16 -- 7.1 Surround Sound
15:53:41: *** --- EFX Detected
15:53:41: *** --- 1 Auxiliary Effect Slot(s)
15:53:41: *** --- 1 Auxiliary Send(s) per Source
15:53:41: *** --- EFFECTS SUPPORTED:
15:53:41: *** --- 'Reverb' Support: YES
15:53:41: *** --- 'EAX Reverb' Support: YES
15:53:41: *** --- 'Chorus' Support: NO
15:53:41: *** --- 'Distortion' Support: NO
15:53:41: *** --- 'Echo' Support: NO
15:53:41: *** --- 'Flanger' Support: NO
15:53:41: *** --- 'Frequency shifter' Support: NO
15:53:41: *** --- 'Vocal Morpher' Support: NO
15:53:41: *** --- 'Pitch shifter' Support: NO
15:53:41: *** --- 'Ring modulator' Support: NO
15:53:41: *** --- 'Autowah' Support: NO
15:53:41: *** --- 'Compressor' Support: NO
15:53:41: *** --- 'Equalizer' Support: NO
15:53:41: *** --- FILTERS SUPPORTED:
15:53:41: *** --- 'Low Pass' Support: YES
15:53:41: *** --- 'High Pass' Support: NO
15:53:41: *** --- 'Band Pass' Support: NO
15:53:41: *** --- XRAM NOT Detected
15:53:41: *** --- EAX 2.0 Detected
15:53:41: *** --- Created 100 sources for simultaneous sounds
15:53:41: *** --- Using BOOST threads for streaming
15:53:41: ***********************************
15:53:41: *** ---  OpenAL Initialised --- ***
15:53:41: ***********************************
15:53:41: GAMEAPP: Creating and init Sound Manager
15:53:41: Caelum: Initialising Caelum system...
15:53:41: Caelum: Creating caelum sub-components.
15:53:41: Texture: EarthClearSky2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
15:53:41: Texture: AtmosphereDepth.png: Loading 1 faces(PF_R8G8B8,32x1x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x1x1.
15:53:41: Caelum: Creating CaelumSphericDome sphere mesh resource...
15:53:41: Caelum: generateSphericDome DONE
15:53:41: Texture: sun_disc.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
15:53:41: Texture: moon_disc.dds: Loading 1 faces(PF_DXT3,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_DXT3,512x512x1.
15:53:41: Texture: noise1.dds: Loading 1 faces(PF_DXT1,256x256x1) with 8 custom mipmaps from Image. Internal format is PF_DXT1,256x256x1.
15:53:41: Texture: noise2.dds: Loading 1 faces(PF_DXT1,256x256x1) with 8 custom mipmaps from Image. Internal format is PF_DXT1,256x256x1.
15:53:41: Texture: noise4.dds: Loading 1 faces(PF_DXT1,256x256x1) with 8 custom mipmaps from Image. Internal format is PF_DXT1,256x256x1.
15:53:41: Caelum: DONE initializing
15:53:41: GAMEAPP: Creating Caelum Manager
15:53:41: GAMEAPP: Creating Particles List Manager
15:53:41: GAMEAPP: Creating Input Manager
15:53:42: GAMEAPP Weather Manager: timeSinceNextWeatherChange = 0 minutes and 10 seconds
15:53:42: GAMEAPP: Creating Weather Manager
15:53:42: [Hydrax] Hydrax created.
15:53:42: [Hydrax] goodPreset.hdx loaded.
15:53:42: [Hydrax] Creating module...
15:53:42: [Hydrax] Creating ProjectedGridVertex module.
15:53:42: [Hydrax] ProjectedGridVertex created.
15:53:42: [Hydrax] Module created.
15:53:42: [Hydrax] Initializating RTT Manager...
15:53:42: [Hydrax] RTT manager initialized.
15:53:42: [Hydrax] Registring device restored listener...
15:53:42: [Hydrax] Device restored listener registred.
15:53:42: [Hydrax] Creating materials...
15:53:42: [Hydrax] Creating water material...
15:53:42: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1087)


- Windows 2008 server x64
- directx_aug2008_redist
- 8800gt @ forceware 180.48
- OpenGL


edit: works fine under DirectX
User avatar
Nargil
Greenskin
 
Posts: 124
Kudos: 0
Joined: 15 Feb 2007

Postby netskate » Tue Dec 02, 2008 4:15 pm

seems to a hydrax related problem under opengl
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby Nargil » Tue Dec 02, 2008 4:35 pm

Or maybe caelum ? There are exceptions before the last one.

Anyway it doesn't work good at all. There are some glitches:

- water on the ground, where it shouldn't be
http://www.fotosik.pl/pokaz_obrazek/pel ... fe75f.html

- disappearing trees [z-fighting]
http://www.fotosik.pl/pokaz_obrazek/pel ... fe847.html
http://www.fotosik.pl/pokaz_obrazek/pel ... 752ed.html
http://www.fotosik.pl/pokaz_obrazek/pel ... 9680e.html

maybe because of
Code: Select all
16:08:41: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Impostor.IQCLEEIOPODAADCQTQBZZXKLVYBKWYTZ.128.dds in resource group BinFolder or any other group. in ResourceGroupManager::openResource at ..\src\OgreResourceGroupManager.cpp (line 753)
16:08:41: Texture: Impostor.IQCLEEIOPODAADCQTQBZZXKLVYBKWYTZ.128.png: Loading 1 faces(PF_A8R8G8B8,1024x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x512x1.
16:08:41: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,253x253x1) with 7 generated mipmaps from Image. Internal format is PF_A8R8G8B8,253x253x1.
User avatar
Nargil
Greenskin
 
Posts: 124
Kudos: 0
Joined: 15 Feb 2007

Postby netskate » Tue Dec 02, 2008 4:50 pm

for water the problem is that maximum height of waves is random into a certain range, so when there's a storm, this value is high. I tried to fix this values related to terrain height but it didn't work because the beach is a "ramp" and not a step.

Lower the sea level don't help in this case. Only solution was recreate the terrain with a fixed slope on the beach, but it looks many "irrealistic".

If someone have a good idea, maybe I can try to implement it.

---

Caelum material I think are designed for d3d (looking at error) but they don't give problems at all.

---

Paged geometry error is strange, impostors are created "on the fly" so it shouldn't be missed, I'll speak with john (paged geometry mantainer) to know what happends.
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby Ruud v A » Tue Dec 02, 2008 5:01 pm

Your program somehow managed to crash my display driver...
The forest rendering is really slow (like 2 or 4 fps), and there is something wrong with the water and terrain splatting (maybe because of the display driver?) It should run smooth as I have an 9800 GT...

BTW, I have one suggestion: http://mediafire.com
User avatar
Ruud v A
Gremlin
 
Posts: 150
Kudos: 5
Joined: 28 Jan 2008
Location: The Netherlands

Postby netskate » Tue Dec 02, 2008 5:10 pm

I have a 9800gt too

and my pc is not very recent (4400x2 and 2gb ram ddr)

windows xp service pack 3
forceware 180.48

--edit--

first post updated
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby Ruud v A » Tue Dec 02, 2008 7:04 pm

I have Vista with 3 GB Ram and a quad-core processor. And I have 1 GB on the graphics card.
User avatar
Ruud v A
Gremlin
 
Posts: 150
Kudos: 5
Joined: 28 Jan 2008
Location: The Netherlands

Postby netskate » Tue Dec 02, 2008 11:22 pm

what vidoe driver have you installed?
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby quanganht » Wed Dec 03, 2008 1:03 am

ATI 4670 + Catalyst 8.11. Just run the Rush.exe and BOOOOOOM !
quanganht
Halfling
 
Posts: 56
Kudos: 0
Joined: 19 Jun 2008

Postby netskate » Wed Dec 03, 2008 1:05 am

can you post your ogre.log?

are you using windows or unix? d3d or opengl?
-- N3tsk4t3 --
User avatar
netskate
Greenskin
 
Posts: 120
Kudos: 0
Joined: 05 Sep 2008

Postby quanganht » Wed Dec 03, 2008 2:06 am

Both D3D and OpenGl cause the problem.

Ogre.log
Code: Select all
20:17:50: Creating resource group General
20:17:50: Creating resource group Internal
20:17:50: Creating resource group Autodetect
20:17:50: SceneManagerFactory for type 'DefaultSceneManager' registered.
20:17:50: Registering ResourceManager for type Material
20:17:50: Registering ResourceManager for type Mesh
20:17:50: Registering ResourceManager for type Skeleton
20:17:50: MovableObjectFactory for type 'ParticleSystem' registered.
20:17:50: OverlayElementFactory for type Panel registered.
20:17:50: OverlayElementFactory for type BorderPanel registered.
20:17:50: OverlayElementFactory for type TextArea registered.
20:17:50: Registering ResourceManager for type Font
20:17:50: ArchiveFactory for archive type FileSystem registered.
20:17:50: ArchiveFactory for archive type Zip registered.
20:17:50: FreeImage version: 3.10.0
20:17:50: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
20:17:50: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
20:17:50: DDS codec registering
20:17:50: Registering ResourceManager for type HighLevelGpuProgram
20:17:50: Registering ResourceManager for type Compositor
20:17:50: MovableObjectFactory for type 'Entity' registered.
20:17:50: MovableObjectFactory for type 'Light' registered.
20:17:50: MovableObjectFactory for type 'BillboardSet' registered.
20:17:50: MovableObjectFactory for type 'ManualObject' registered.
20:17:50: MovableObjectFactory for type 'BillboardChain' registered.
20:17:50: MovableObjectFactory for type 'RibbonTrail' registered.
20:17:50: Loading library .\plugins\..\ParticleUniverse
20:17:50: Installing plugin: ParticleUniverse
20:17:50: MovableObjectFactory for type 'PUParticleSystem' registered.
20:17:50: MovableObjectFactory for type 'BoxSet' registered.
20:17:50: MovableObjectFactory for type 'SphereSet' registered.
20:17:50: ParticleUniverse: Particle Renderer Type 'Billboard' registered
20:17:50: ParticleUniverse: Particle Renderer Type 'Box' registered
20:17:50: ParticleUniverse: Particle Renderer Type 'Sphere' registered
20:17:50: ParticleUniverse: Particle Renderer Type 'Entity' registered
20:17:50: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
20:17:50: ParticleUniverse: Particle Renderer Type 'Light' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Point' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Line' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Box' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Circle' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Vertex' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Position' registered
20:17:50: ParticleUniverse: Particle Emitter Type 'Slave' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Dummy01' registered
20:17:50: ParticleUniverse: Particle Affector Type 'LinearForce' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Gravity' registered
20:17:50: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Vortex' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Randomiser' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Line' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Scale' registered
20:17:50: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
20:17:50: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Jet' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Align' registered
20:17:50: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
20:17:50: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
20:17:50: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Colour' registered
20:17:50: ParticleUniverse: Particle Affector Type 'SineForce' registered
20:17:50: ParticleUniverse: Particle Affector Type 'Dummy02' registered
20:17:50: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
20:17:50: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
20:17:50: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
20:17:50: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
20:17:50: ParticleUniverse: Particle Affector Type 'PathFollower' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnExpire' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnEmission' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnCount' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnCollision' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnTime' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnPosition' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnClear' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnQuota' registered
20:17:50: ParticleUniverse: Particle Observer Type 'OnRandom' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
20:17:50: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
20:17:50: ParticleUniverse: Particle Extern Type 'Gravity' registered
20:17:50: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
20:17:50: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
20:17:50: ParticleUniverse: Particle Extern Type 'Vortex' registered
20:17:50: ParticleUniverse: Particle Behaviour Type 'Slave' registered
20:17:50: Plugin successfully installed
20:17:50: Loading library .\plugins\Plugin_CgProgramManager
20:17:50: Installing plugin: Cg Program Manager
20:17:50: Plugin successfully installed
20:17:50: Loading library .\plugins\Plugin_OctreeSceneManager
20:17:50: Installing plugin: Octree & Terrain Scene Manager
20:17:50: Plugin successfully installed
20:17:50: Loading library .\plugins\RenderSystem_Direct3D9
20:17:50: Installing plugin: D3D9 RenderSystem
20:17:50: D3D9 : Direct3D9 Rendering Subsystem created.
20:17:50: D3D9: Driver Detection Starts
20:17:50: D3D9: Driver Detection Ends
20:17:50: Plugin successfully installed
20:17:50: Loading library .\plugins\RenderSystem_GL
20:17:50: Installing plugin: GL RenderSystem
20:17:50: OpenGL Rendering Subsystem created.
20:17:51: Plugin successfully installed
20:17:51: *-*-* OGRE Initialising
20:17:51: *-*-* Version 1.6.0 (Shoggoth)
20:17:51: Creating resource group Caelum
20:17:51: Added resource location '../media/Caelum' of type 'FileSystem' to resource group 'Caelum'
20:17:51: Added resource location '../media' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/fonts' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/gui' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/materials/programs' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/materials/scripts' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/materials/textures' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/models' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/models/characters' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/overlay' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/packs' of type 'FileSystem' to resource group 'General'
20:17:51: Added resource location '../media/particle' of type 'FileSystem' to resource group 'General'
20:17:51: Creating resource group Hydrax
20:17:51: Added resource location '../media/Hydrax' of type 'FileSystem' to resource group 'Hydrax'
20:17:51: Creating resource group ParticleUniverse
20:17:51: Added resource location '../media/ParticleUniverse' of type 'FileSystem' to resource group 'ParticleUniverse'
20:17:51: Added resource location '../media/ParticleUniverse/material' of type 'FileSystem' to resource group 'ParticleUniverse'
20:17:51: Added resource location '../media/ParticleUniverse/scripts' of type 'FileSystem' to resource group 'ParticleUniverse'
20:17:51: Added resource location '../media/ParticleUniverse/models' of type 'FileSystem' to resource group 'ParticleUniverse'
20:17:51: Added resource location '../media/ParticleUniverse/textures' of type 'FileSystem' to resource group 'ParticleUniverse'
20:17:51: Creating resource group Sounds
20:17:51: Added resource location '../media/sounds/weather' of type 'FileSystem' to resource group 'Sounds'
20:17:51: Creating resource group Terrain
20:17:51: Added resource location '../media/Terrain' of type 'FileSystem' to resource group 'Terrain'
20:17:51: Added resource location '../media/Terrain/grass' of type 'FileSystem' to resource group 'Terrain'
20:17:51: Added resource location '../media/Terrain/textures' of type 'FileSystem' to resource group 'Terrain'
20:17:51: Added resource location '../media/Terrain/textures/low' of type 'FileSystem' to resource group 'Terrain'
20:17:51: Added resource location '../media/Terrain/textures/mid' of type 'FileSystem' to resource group 'Terrain'
20:17:51: Added resource location '../media/Terrain/textures/high' of type 'FileSystem' to resource group 'Terrain'
20:17:51: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
20:17:51: D3D9 : RenderSystem Option: Anti aliasing = None
20:17:51: D3D9 : RenderSystem Option: Floating-point mode = Fastest
20:17:51: D3D9 : RenderSystem Option: Full Screen = Yes
20:17:51: D3D9 : RenderSystem Option: Rendering Device = ATI Radeon HD 4670
20:17:51: D3D9 : RenderSystem Option: VSync = No
20:17:51: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
20:17:51: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
20:17:55: CPU Identifier & Features
20:17:55: -------------------------
20:17:55:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     E4500  @ 2.20GHz
20:17:55:  *      SSE: yes
20:17:55:  *     SSE2: yes
20:17:55:  *     SSE3: yes
20:17:55:  *      MMX: yes
20:17:55:  *   MMXEXT: yes
20:17:55:  *    3DNOW: no
20:17:55:  * 3DNOWEXT: no
20:17:55:  *     CMOV: yes
20:17:55:  *      TSC: yes
20:17:55:  *      FPU: yes
20:17:55:  *      PRO: yes
20:17:55:  *       HT: no
20:17:55: -------------------------
20:17:55: *** Starting Win32GL Subsystem ***
20:17:55: GLRenderSystem::_createRenderWindow "Rush", 1024x768 windowed  miscParams: FSAA=0 colourDepth=32 displayFrequency=0 gamma=false vsync=false
20:17:55: Created Win32Window 'Rush' : 1024x768, 32bpp
20:17:55: GL_VERSION = 2.1.8201 Release
20:17:55: GL_VENDOR = ATI Technologies Inc.
20:17:55: GL_RENDERER = ATI Radeon HD 4670
20:17:55: GL_EXTENSIONS = GL_AMDX_vertex_shader_tessellator GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra 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_copy_texture GL_EXT_depth_buffer_float GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB 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_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_transform_feedback GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
20:17:55: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float
20:17:55: ***************************
20:17:55: *** GL Renderer Started ***
20:17:55: ***************************
20:17:55: Registering ResourceManager for type GpuProgram
20:17:55: GLSL support detected
20:17:55: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
20:17:55: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
20:17:55: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 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_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
20:17:55: RenderSystem capabilities
20:17:55: -------------------------
20:17:55: RenderSystem Name: OpenGL Rendering Subsystem
20:17:55: GPU Vendor: ati
20:17:55: Device Name: ATI Radeon HD 4670
20:17:55: Driver Version: 2.1.8201.0
20:17:55:  * Fixed function pipeline: yes
20:17:55:  * Hardware generation of mipmaps: yes
20:17:55:  * Texture blending: yes
20:17:55:  * Anisotropic texture filtering: yes
20:17:55:  * Dot product texture operation: yes
20:17:55:  * Cube mapping: yes
20:17:55:  * Hardware stencil buffer: yes
20:17:55:    - Stencil depth: 8
20:17:55:    - Two sided stencil support: yes
20:17:55:    - Wrap stencil values: yes
20:17:55:  * Hardware vertex / index buffers: yes
20:17:55:  * Vertex programs: yes
20:17:55:  * Fragment programs: yes
20:17:55:  * Geometry programs: no
20:17:55:  * Supported Shader Profiles: arbfp1 arbvp1 glsl ps_1_1 ps_1_2 ps_1_3 ps_1_4
20:17:55:  * Texture Compression: yes
20:17:55:    - DXT: yes
20:17:55:    - VTC: no
20:17:55:  * Scissor Rectangle: yes
20:17:55:  * Hardware Occlusion Query: yes
20:17:55:  * User clip planes: yes
20:17:55:  * VET_UBYTE4 vertex element type: yes
20:17:55:  * Infinite far plane projection: yes
20:17:55:  * Hardware render-to-texture: yes
20:17:55:  * Floating point textures: yes
20:17:55:  * Non-power-of-two textures: yes
20:17:55:  * Volume textures: yes
20:17:55:  * Multiple Render Targets: 8
20:17:55:    - With different bit depths: yes
20:17:55:  * Point Sprites: yes
20:17:55:  * Extended point parameters: yes
20:17:55:  * Max Point Size: 8192
20:17:55:  * Vertex texture fetch: yes
20:17:55:    - Max vertex textures: 16
20:17:55:    - Vertex textures shared: yes
20:17:55:  * Render to Vertex Buffer : no
20:17:55:  * GL 1.5 without VBO workaround: no
20:17:55:  * Frame Buffer objects: yes
20:17:55:  * Frame Buffer objects (ARB extension): no
20:17:55:  * Frame Buffer objects (ATI extension): no
20:17:55:  * PBuffer suppport: no
20:17:55:  * GL 1.5 without HW-occlusion workaround: no
20:17:55: Registering ResourceManager for type Texture
20:17:55: Using FSAA from GL_ARB_multisample extension.
20:17:55: ResourceBackgroundQueue - threading disabled
20:17:55: Particle Renderer Type 'billboard' registered
20:17:55: SceneManagerFactory for type 'OctreeSceneManager' registered.
20:17:55: SceneManagerFactory for type 'TerrainSceneManager' registered.
20:17:55: Parsing scripts for resource group Autodetect
20:17:55: Finished parsing scripts for resource group Autodetect
20:17:55: Parsing scripts for resource group Caelum
20:17:55: Parsing script GroundFog.program
20:17:55: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
20:17:55: Compiler error: invalid parameters in GroundFog.program(30): setting of constant failed
20:17:55: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
20:17:55: Compiler error: invalid parameters in GroundFog.program(63): setting of constant failed
20:17:55: Parsing script Haze.program
20:17:55: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
20:17:55: Compiler error: invalid parameters in Haze.program(30): setting of constant failed
20:17:55: Parsing script MinimalCompositorVP.program
20:17:55: Parsing script DepthComposer.material
20:17:55: Parsing script GroundFog.material
20:17:55: Parsing script LayeredClouds.material
20:17:56: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
20:17:56: Compiler error: invalid parameters in LayeredClouds.material(30): setting of constant failed
20:17:56: Parsing script moon.material
20:17:56: Parsing script PointStarfield.material
20:17:56: Parsing script Precipitation.material
20:17:56: Parsing script SkyDome.material
20:17:56: OGRE EXCEPTION(2:InvalidParametersException): Parameter called worldViewProj does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1097)
20:17:56: Compiler error: invalid parameters in SkyDome.material(58): setting of constant failed
20:17:56: Parsing script Starfield.material
20:17:56: Parsing script Sun.material
20:17:56: Parsing script DepthComposer.compositor
20:17:56: Parsing script Precipitation.compositor
20:17:56: Finished parsing scripts for resource group Caelum
20:17:56: Parsing scripts for resource group General
20:17:56: Parsing script fade.material
20:17:56: Parsing script piano.material
20:17:56: Parsing script Scene.material
20:17:56: Parsing script fade.overlay
20:17:56: Texture: black.png: Loading 1 faces(PF_R8G8B8,23x23x1) with 4 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,23x23x1.
20:17:56: Texture: white.png: Loading 1 faces(PF_R8G8B8,23x23x1) with 4 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,23x23x1.
20:17:56: Finished parsing scripts for resource group General
20:17:56: Parsing scripts for resource group Hydrax
20:17:56: Parsing script debug.material
20:17:56: Finished parsing scripts for resource group Hydrax
20:17:56: Parsing scripts for resource group Internal
20:17:56: Finished parsing scripts for resource group Internal
20:17:56: Parsing scripts for resource group ParticleUniverse
20:17:56: Parsing script Lightning.material
20:17:56: Parsing script Weather.material
20:17:56: Parsing script generic.pua
20:17:56: ParticleUniverse: Alias '$defaultBillboardRenderer' registered
20:17:56: ParticleUniverse: Alias '$flatBillboardRenderer' registered
20:17:56: ParticleUniverse: Alias '$simpleEmitter' registered
20:17:56: Parsing script lightning.pu
20:17:56: ParticleUniverse: Particle System Template 'electricBeamSystem' registered
20:17:56: Texture: pu_lightning.png: Loading 1 faces(PF_A8R8G8B8,20x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,20x64x1.
20:17:56: Parsing script weather.pu
20:17:56: ParticleUniverse: Particle System Template 'rainSystem_pioggia' registered
20:17:56: Texture: pu_rain_01.png: Loading 1 faces(PF_L16,32x1050x1) with 10 hardware generated mipmaps from Image. Internal format is PF_L16,32x1050x1.
20:17:56: Texture: flare.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
20:17:56: ParticleUniverse: Particle System Template 'rainSystem_splash' registered
20:17:56: Texture: pu_mist_01_128x128.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
20:17:56: ParticleUniverse: Particle System Template 'rainSystem_hail' registered
20:17:56: Finished parsing scripts for resource group ParticleUniverse
20:17:56: Parsing scripts for resource group Sounds
20:17:56: Finished parsing scripts for resource group Sounds
20:17:56: Parsing scripts for resource group Terrain
20:17:56: Parsing script terrain.material
20:17:56: Parsing script 3d-diggers_fir.material
20:17:56: Parsing script grass.material
20:17:56: Finished parsing scripts for resource group Terrain
20:17:56: TerrainSceneManager: Registered a new PageSource for type Heightmap
20:17:56: TerrainSceneManager: Activated PageSource Heightmap
20:17:56: Texture: mymap_d.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
20:17:56: Texture: 512_sand.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:17:56: Texture: 512_sandGrass.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:17:56: Texture: 512_shortGrass.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:17:56: Texture: 512_crackedDirtSandNormal.png: Loading 1 faces(PF_SHORT_RGB,513x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_SHORT_RGB,513x512x1.
20:17:56: Texture: 512_crackedDirtSand.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:17:56: Texture: mymap_c.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
20:17:58: ***********************************
20:17:58: *** --- Initialising OpenAL --- ***
20:17:58: ***********************************
20:17:58: *** --- OpenAL version 1.1
20:17:58: *** --- AVAILABLE DEVICES --- ***
20:17:58: *** --- Generic Software
20:17:58: *** --- Choosing: Generic Software (Default device)
20:17:58: *** --- OpenAL Device successfully created
20:17:58: *** --- OpenAL Context successfully created
20:17:58: *** --- SUPPORTED FORMATS
20:17:58: *** --- AL_FORMAT_MONO16 -- Monophonic Sound
20:17:58: *** --- AL_FORMAT_STEREO16 -- Stereo Sound
20:17:58: *** --- AL_FORMAT_QUAD16 -- 4 Channel Sound
20:17:58: *** --- AL_FORMAT_51CHN16 -- 5.1 Surround Sound
20:17:58: *** --- AL_FORMAT_61CHN16 -- 6.1 Surround Sound
20:17:58: *** --- AL_FORMAT_71CHN16 -- 7.1 Surround Sound
20:17:58: *** --- EFX Detected
20:17:58: *** --- 1 Auxiliary Effect Slot(s)
20:17:58: *** --- 1 Auxiliary Send(s) per Source
20:17:58: *** --- EFFECTS SUPPORTED:
20:17:58: *** --- 'Reverb' Support: YES
20:17:58: *** --- 'EAX Reverb' Support: YES
20:17:58: *** --- 'Chorus' Support: NO
20:17:58: *** --- 'Distortion' Support: NO
20:17:58: *** --- 'Echo' Support: NO
20:17:58: *** --- 'Flanger' Support: NO
20:17:58: *** --- 'Frequency shifter' Support: NO
20:17:58: *** --- 'Vocal Morpher' Support: NO
20:17:58: *** --- 'Pitch shifter' Support: NO
20:17:58: *** --- 'Ring modulator' Support: NO
20:17:58: *** --- 'Autowah' Support: NO
20:17:58: *** --- 'Compressor' Support: NO
20:17:58: *** --- 'Equalizer' Support: NO
20:17:58: *** --- FILTERS SUPPORTED:
20:17:58: *** --- 'Low Pass' Support: YES
20:17:58: *** --- 'High Pass' Support: NO
20:17:58: *** --- 'Band Pass' Support: NO
20:17:58: *** --- XRAM NOT Detected
20:17:58: *** --- EAX 2.0 Detected
20:17:58: *** --- Created 100 sources for simultaneous sounds
20:17:58: *** --- Using BOOST threads for streaming
20:17:58: ***********************************
20:17:58: *** ---  OpenAL Initialised --- ***
20:17:58: ***********************************
20:17:58: GAMEAPP: Creating and init Sound Manager
20:17:58: Caelum: Initialising Caelum system...
20:17:58: Caelum: Creating caelum sub-components.
20:17:58: Texture: EarthClearSky2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
20:17:58: Texture: AtmosphereDepth.png: Loading 1 faces(PF_R8G8B8,32x1x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x1x1.
20:17:58: Caelum: Creating CaelumSphericDome sphere mesh resource...
20:17:58: Caelum: generateSphericDome DONE
20:17:58: Texture: sun_disc.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
20:17:59: Texture: moon_disc.dds: Loading 1 faces(PF_DXT3,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_DXT3,512x512x1.
20:17:59: Texture: noise1.dds: Loading 1 faces(PF_DXT1,256x256x1) with 8 custom mipmaps from Image. Internal format is PF_DXT1,256x256x1.
20:17:59: Texture: noise2.dds: Loading 1 faces(PF_DXT1,256x256x1) with 8 custom mipmaps from Image. Internal format is PF_DXT1,256x256x1.
20:17:59: Texture: noise4.dds: Loading 1 faces(PF_DXT1,256x256x1) with 8 custom mipmaps from Image. Internal format is PF_DXT1,256x256x1.
20:17:59: Caelum: DONE initializing
20:17:59: GAMEAPP: Creating Caelum Manager
20:17:59: GAMEAPP: Creating Particles List Manager
20:17:59: GAMEAPP: Creating Input Manager
20:17:59: GAMEAPP Weather Manager: timeSinceNextWeatherChange = 0 minutes and 10 seconds
20:17:59: GAMEAPP: Creating Weather Manager
20:17:59: [Hydrax] Hydrax created.
20:17:59: [Hydrax] goodPreset.hdx loaded.
20:17:59: [Hydrax] Creating module...
20:17:59: [Hydrax] Creating ProjectedGridVertex module.
20:17:59: [Hydrax] ProjectedGridVertex created.
20:17:59: [Hydrax] Module created.
20:17:59: [Hydrax] Initializating RTT Manager...
20:17:59: [Hydrax] RTT manager initialized.
20:17:59: [Hydrax] Registring device restored listener...
20:17:59: [Hydrax] Device restored listener registred.
20:17:59: [Hydrax] Creating materials...
20:17:59: [Hydrax] Creating water material...
20:17:59: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1087)


Notice the last line. It seems to be the only error there.
quanganht
Halfling
 
Posts: 56
Kudos: 0
Joined: 19 Jun 2008

Postby tdev » Wed Dec 03, 2008 7:29 am

seems your graphics card does not support a required shader mode?
User avatar
tdev
Silver Sponsor
Silver Sponsor
 
Posts: 244
Kudos: 14
Joined: 12 Apr 2007
Location: Germany

Next

Return to Showcase

Who is online

Users browsing this forum: No registered users and 3 guests