Interior Mapping

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!

Postby Thamas » Mon Oct 08, 2007 3:14 pm

Hi Oogst,

nice new textures, they sure make it look more convincing for non-technical people.

But that's not the reason for my post. I have a suggestion (though not a solution) regarding the problem ppClarity brought up: not being able to look through a window into the building and then back out a window (which is on a backface) and see the scene behind. In the current technique you would see an "interior" wall, not the "real" back wall with windows.

(Simple suggestion, only slightly related: how about an alpha channel for the interior walls? Could be used for an open door in the interior rooms, looking into the 'next' room. Should be simple to add, but still doesn't let you look outside the back of the building.)

How about the following. Render the back faces of the building first: draw the color for the inside and have an alpha channel for the windows (just like for the outside). Always write to the z buffer. (Or write z to some auxiliary buffer, whatever ... implementation detail.) Next, render the front faces of the building with your interior mapping shader, but test the interior z against the z buffer: if it fails, don't do the interior.

This would solve ppClarity's problem I believe. But I'm not claiming that this is quite practical. I suppose it requires an extra pass and, at least as-is, it has strict draw order requirements. Perhaps this can be worked out in an ad hoc way for specific scenes, but a real solution would be nice of course.

Regards,
Thomas van Dijk

p.s. My current suggestion was inspired by our recent conversation about volumetric fog (with basically the same technique). You might be able to tie the two together nicely in your thesis.
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Postby Oogst » Mon Oct 08, 2007 9:44 pm

I think even smarter things can be done if the basic shape and dimensions of the building are known (which they are for cube buildings).

An interesting linked question is: how do I output depth from the pixel shader? I never came cross any syntax for it.
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Postby cybereality » Tue Oct 16, 2007 3:10 pm

Thats really impressive man. Nice work.

I'd been trying to figure out how to get a similar effect, but I didn't really get anywhere. But you actually did it, the demo looks cool. This effect will be great for large urban landscapes.
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Postby ahmedismaiel » Tue Oct 16, 2007 4:55 pm

Oogst :to write a depth from the pixel shader you either can use the the alpha component to write your values to or you can you MRT to render to a secondary buffer

the shader output will be like

Code: Select all
struct Output
{
float4 color:COLOR0;
float4 Depth:COLOR1;
}
Output PS(texcoord :TEXCOORD0)
{
    ...
}


or you can use a separate pass to render the same object with a different Scheme which will have your shader that will write the depth value

Keep Up the good work man ,i really admire your results
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Postby Oogst » Tue Oct 16, 2007 6:39 pm

Ah, but that technique I already know. I already implemented depth of field that way a year or two ago. This does not really write to the real z-buffer, which I thought could not be done but recently heard it might. So the question was how to write to the real z-buffer. This could be used to allow things to enter the rooms. But I do not thing it can be done.
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Postby Kencho » Tue Oct 16, 2007 8:23 pm

Oogst wrote:Ah, but that technique I already know. I already implemented depth of field that way a year or two ago. This does not really write to the real z-buffer, which I thought could not be done but recently heard it might. So the question was how to write to the real z-buffer. This could be used to allow things to enter the rooms. But I do not thing it can be done.

I know there's a Pass option to disable colour writes but keep the z-buffer updated. I don't know if this is what you want, but, at least at a renderable level, it's possible :)
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Postby Oogst » Tue Oct 16, 2007 8:36 pm

I am already using that as well, as I am using early z cull. What I mean, is that I output some value that displaces the z-value and thus can actually change whether the pixel is rejected or not.
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Postby oddrose » Tue Oct 16, 2007 9:10 pm

does anyone know if a technique similar to this one is used in Tony Hawk pro skater? (numer 4 to be exact). Think it looks that way in some of the windows...
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Postby tuan kuranes » Wed Oct 17, 2007 12:12 pm

@Oogst
how do I output depth from the pixel shader?



Code: Select all
struct PS_OUT
{
 float4 Color: COLOR;
 float Depth: DEPTH;
};

//
// Three different ways to output from a pixel shader:
//

PS_OUT PSFunc1() { ... }

void PSFunc2(out float4 Color : COLOR,
 out float Depth : DEPTH)
{
 ...
}

void PSFunc3(out PS_OUT Out)
{
 ...
}

 


only sample I know on the net using this is http://ati.amd.com/developer/samples/De ... osion.html

But I know paper who uses this as a way to "branch" in multi-pass shaders when result is already know before last pass.
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Postby Oogst » Sun Oct 21, 2007 9:15 pm

Ow, that is very interesting! I found it in the CG manual now:

DEPTH
Fragment depth value (in range [0,1])
float
Interpolated depth


This is quite interesting, because I would expect a lot of exciting things could be done with this, especially in combination with a technique like parallax occlusion mapping. It surprises me I had never heard of it before! Thinkthink, maybe some interesting things can be done with these in my thesis, maybe even in Interior Mapping!

Calculating the value will probably be a hassle, though: it requires a value from 0 to 1, so I suppose I need the near and far clipping plane distances to calculate the correct value. I will check the ATI paper to see more, though.
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Postby beaugard » Tue Oct 23, 2007 7:50 pm

This is done in Manuel M. Oliveira and Fabio Policarpos work on curved relief mapping from 2005: http://fabio.policarpo.nom.br/relief/index.htm
Cg shaders are included the demo, so you should be able to get some ideas from there. I agree it adds a lot to this type of effect.

edit:
Actually, they use it in earlier publications also. Maybe better to look in those because the shaders will be simpler (easier to cull out the info you want...).
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Postby Temp76 » Fri Nov 02, 2007 7:31 am

This looks great, Top job

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Postby Oogst » Sun Nov 18, 2007 9:30 pm

I just got my notification that my paper has NOT been selected for Eurographics. That sucks, but hey, maybe I can get it into CGI 2008 in June in Istanbul. I got tons of useful comments from the five reviewers to improve the paper with. The main problem was the complete lack of proper knowledge of references. I have not read enough and they mention a ton of articles that I should have referenced in the paper. Well, I guess I have some reading to do now. :) The paper beaugard mentions is one of those that they mention as well. I totally agree with the reviewers for not selecting it, but I will try to make sure that the CGI reviewers will not be able to get around the improved version of the paper. ;)
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Postby MartinBean » Sun Nov 18, 2007 9:37 pm

Too bad Oogst... de komende tijd dus wat minder got'en? ;)
I have not failed... I've just found many ways that wont work
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Postby Oogst » Sun Nov 18, 2007 9:42 pm

MartinBean wrote:Too bad Oogst... de komende tijd dus wat minder got'en? ;)

Haha, I already finished that image I posted on GoT and thought I finally had time for gaming now. Exit gaming, though... :o
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Postby PolyVox » Sun Nov 18, 2007 11:40 pm

Well there's no shame in not getting through - EuroGraphics is a tough conference. But I didn't know of that CGI conference, it looks like a good one. I'll bear it in mind.
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Postby Oogst » Sun Jan 27, 2008 12:15 pm

After I did not get through to Eurographics, I rewrote large parts of my paper and am going to send it in for CGI 2008 tomorrow (Monday). Now I also changed some of my benchmarkign test, so I cannot use the results from October. It is very last minute, but I am hoping some people can still run my test today, especially on ATI cards, as I do not have any results for the new test with ATI cards so far. I can only incorporate testresults that I receive today or tonight.

For anyone who wants to run my benchmark: thank you very much! Here is the download:

http://ronimo.hku.nl/Joost/InteriorMapp ... chmark.zip

Just download it and follow the instructions in Explanation.txt. It takes about 12 minutes to run all the tests.

What has changed, is that the test against polygonised interiors is now much more fair, using a lot fewer polygons on the polygonised version, but one more pass. The other change is that I added a texture-atlas version of the shader, which randomly chooses the textures per room (only from four textures though, so it is not very spectacular). A screenshot from this new feature, including an inlay of the wireframe of the same object:

Image
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Postby gugus » Sun Jan 27, 2008 1:56 pm

Hello.I ran the bench,here a my results:
Edit:Removed some unusefule stuff from specs.txt because my message was definitly to long!

Code: Select all
13:51:44: 
BENCHMARK
System information:
  Allow NVPerfHUD: No
  Anti aliasing: None
  Floating-point mode: Fastest
  Full Screen: Yes
  Rendering Device: NVIDIA GeForce 6100 nForce 430
  VSync: No
  Video Mode: 1024 x 768 @ 32-bit colour
Results:
  polygonized versus Interior Mapped   polygonized   1   225
  polygonized versus Interior Mapped   IM   1   200
  polygonized versus Interior Mapped   polygonized   4   167
  polygonized versus Interior Mapped   IM   4   129
  polygonized versus Interior Mapped   polygonized   9   138
  polygonized versus Interior Mapped   IM   9   102
  polygonized versus Interior Mapped   polygonized   16   114
  polygonized versus Interior Mapped   IM   16   83
  polygonized versus Interior Mapped   polygonized   25   98
  polygonized versus Interior Mapped   IM   25   71
  polygonized versus Interior Mapped   polygonized   36   88
  polygonized versus Interior Mapped   IM   36   63
  polygonized versus Interior Mapped   polygonized   49   81
  polygonized versus Interior Mapped   IM   49   58
  polygonized versus Interior Mapped   polygonized   64   75
  polygonized versus Interior Mapped   IM   64   54
  polygonized versus Interior Mapped   polygonized   81   70
  polygonized versus Interior Mapped   IM   81   50
  polygonized versus Interior Mapped   polygonized   100   67
  polygonized versus Interior Mapped   IM   100   48
  polygonized versus Interior Mapped   polygonized   121   64
  polygonized versus Interior Mapped   IM   121   46
  polygonized versus Interior Mapped   polygonized   144   61
  polygonized versus Interior Mapped   IM   144   44
  polygonized versus Interior Mapped   polygonized   169   58
  polygonized versus Interior Mapped   IM   169   42
  polygonized versus Interior Mapped   polygonized   196   56
  polygonized versus Interior Mapped   IM   196   40
  polygonized versus Interior Mapped   polygonized   225   55
  polygonized versus Interior Mapped   IM   225   39
  polygonized versus Interior Mapped   polygonized   256   53
  polygonized versus Interior Mapped   IM   256   38
  polygonized versus Interior Mapped   polygonized   289   51
  polygonized versus Interior Mapped   IM   289   37
  polygonized versus Interior Mapped   polygonized   324   50
  polygonized versus Interior Mapped   IM   324   36
  polygonized versus Interior Mapped   polygonized   361   48
  polygonized versus Interior Mapped   IM   361   35
  polygonized versus Interior Mapped   polygonized   400   47
  polygonized versus Interior Mapped   IM   400   34
  polygonized versus Interior Mapped   polygonized   441   47
  polygonized versus Interior Mapped   IM   441   34
  polygonized versus Interior Mapped   polygonized   484   45
  polygonized versus Interior Mapped   IM   484   34
  polygonized versus Interior Mapped   polygonized   529   44
  polygonized versus Interior Mapped   IM   529   33
  polygonized versus Interior Mapped   polygonized   576   43
  polygonized versus Interior Mapped   IM   576   32
  polygonized versus Interior Mapped   polygonized   625   42
  polygonized versus Interior Mapped   IM   625   31
  Frequency of the interior walls (with textures)   10   1   232
  Frequency of the interior walls (with textures)   20   1   231
  Frequency of the interior walls (with textures)   30   1   231
  Frequency of the interior walls (with textures)   40   1   231
  Frequency of the interior walls (with textures)   50   1   231
  Frequency of the interior walls (with textures)   60   1   231
  Frequency of the interior walls (with textures)   70   1   231
  Frequency of the interior walls (with textures)   80   1   231
  Frequency of the interior walls (with textures)   90   1   231
  Frequency of the interior walls (with textures)   100   1   231
  Frequency of the interior walls (with textures)   110   1   231
  Frequency of the interior walls (with textures)   120   1   231
  Frequency of the interior walls (with textures)   130   1   231
  Frequency of the interior walls (with textures)   140   1   231
  Frequency of the interior walls (with textures)   150   1   231
  Frequency of the interior walls (with textures)   160   1   231
  Frequency of the interior walls (with textures)   170   1   231
  Frequency of the interior walls (with textures)   180   1   231
  Frequency of the interior walls (with textures)   190   1   231
  Frequency of the interior walls (with textures)   200   1   231
  Frequency of the interior walls (without textures)   10   1   292
  Frequency of the interior walls (without textures)   20   1   292
  Frequency of the interior walls (without textures)   30   1   292
  Frequency of the interior walls (without textures)   40   1   292
  Frequency of the interior walls (without textures)   50   1   292
  Frequency of the interior walls (without textures)   60   1   292
  Frequency of the interior walls (without textures)   70   1   292
  Frequency of the interior walls (without textures)   80   1   292
  Frequency of the interior walls (without textures)   90   1   292
  Frequency of the interior walls (without textures)   100   1   292
  Frequency of the interior walls (without textures)   110   1   292
  Frequency of the interior walls (without textures)   120   1   292
  Frequency of the interior walls (without textures)   130   1   292
  Frequency of the interior walls (without textures)   140   1   292
  Frequency of the interior walls (without textures)   150   1   292
  Frequency of the interior walls (without textures)   160   1   292
  Frequency of the interior walls (without textures)   170   1   292
  Frequency of the interior walls (without textures)   180   1   292
  Frequency of the interior walls (without textures)   190   1   292
  Frequency of the interior walls (without textures)   200   1   292
  Early z out   Early z-out off   1   105
  Early z out   Early z-out on   1   94
  Different materials   IM_Ceiling   1   710
  Different materials   IM_CeilingFloor   1   563
  Different materials   Reflector   1   1298
  Different materials   IM_DiffuseCube   1   1098
  Different materials   IM_DiffuseCube_Ceiling   1   347
  Different materials   IM_DiffuseCube_CeilingFloor   1   300
  Different materials   IM_UntexturedRooms   1   293
  Different materials   IM_DiffuseCube_UntexturedRooms   1   250
  Different materials   IM_UniformTexturedRooms   1   208
  Different materials   IM_DiffuseCube_UniformTexturedRooms   1   186
  Different materials   IM_CeilingTexturedRooms   1   250
  Different materials   IM_DiffuseCube_CeilingTexturedRooms   1   212
  Different materials   IM_FullyTexturedRooms   1   258
  Different materials   IM_DiffuseCube_FullyTexturedRooms   1   224
  Different materials   IM_DiffuseCube_FullyTexturedRooms64   1   231
  Different materials   IM_DiffuseCube_FullyTexturedRooms16   1   231
  Different materials   IM_DiffuseCube_FullyTexturedRooms_EarlyZOut   1   204
  Different materials   IM_DiffuseCube_FullyTexturedRooms_OtherTextures   1   196
  Different materials   IM_VariationTexturedRooms   1   150
  Different materials   IM_DiffuseCube_VariationTexturedRooms   1   137
  Different materials   IM_FullyTexturedRooms_LightVariation   1   212
  Different materials   IM_DiffuseCube_FullyTexturedRooms_LightVariation   1   188
  Different materials   IM_FullyTexturedRooms_AlphaPlane   1   180
  Different materials   IM_DiffuseCube_FullyTexturedRooms_AlphaPlane   1   158
  Different materials   IM_FullyTexturedRooms_AlphaPlane_LightVariation   1   140
  Different materials   IM_DiffuseCube_FullyTexturedRooms_AlphaPlane_LightVariation   1   131
  Different materials   IM_DiffuseCube_FullyTexturedRooms_AlphaPlane_LightVariation_OtherTextures   1   130
  Different materials   IM_FullyTexturedRooms_DisplacedWalls   1   155
  Different materials   IM_DiffuseCube_FullyTexturedRooms_DisplacedWalls   1   130
  Finished benchmarking!


Code: Select all
13:38:51: Creating resource group General
13:38:51: Creating resource group Internal
13:38:51: Creating resource group Autodetect
13:38:51: SceneManagerFactory for type 'DefaultSceneManager' registered.
13:38:51: Registering ResourceManager for type Material
13:38:51: Registering ResourceManager for type Mesh
13:38:51: Registering ResourceManager for type Skeleton
13:38:51: MovableObjectFactory for type 'ParticleSystem' registered.
13:38:51: OverlayElementFactory for type Panel registered.
13:38:51: OverlayElementFactory for type BorderPanel registered.
13:38:51: OverlayElementFactory for type TextArea registered.
13:38:51: Registering ResourceManager for type Font
13:38:51: ArchiveFactory for archive type FileSystem registered.
13:38:51: ArchiveFactory for archive type Zip registered.
13:38:51: FreeImage version: 3.9.2
13:38:51: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
13:38:51: 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
13:38:51: DDS codec registering
13:38:51: Registering ResourceManager for type HighLevelGpuProgram
13:38:51: Registering ResourceManager for type Compositor
13:38:51: MovableObjectFactory for type 'Entity' registered.
13:38:51: MovableObjectFactory for type 'Light' registered.
13:38:51: MovableObjectFactory for type 'BillboardSet' registered.
13:38:51: MovableObjectFactory for type 'ManualObject' registered.
13:38:51: MovableObjectFactory for type 'BillboardChain' registered.
13:38:51: MovableObjectFactory for type 'RibbonTrail' registered.
13:38:51: Loading library .\RenderSystem_Direct3D9
13:38:51: Installing plugin: D3D9 RenderSystem
13:38:51: D3D9 : Direct3D9 Rendering Subsystem created.
13:38:51: D3D9: Driver Detection Starts
13:38:51: D3D9: Driver Detection Ends
13:38:51: Plugin successfully installed
13:38:51: Loading library .\RenderSystem_GL
13:38:51: Installing plugin: GL RenderSystem
13:38:51: OpenGL Rendering Subsystem created.
13:38:52: Plugin successfully installed
13:38:52: Loading library .\Plugin_CgProgramManager
13:38:52: Installing plugin: Cg Program Manager
13:38:52: Plugin successfully installed
13:38:52: *-*-* OGRE Initialising
13:38:52: *-*-* Version 1.4.4 (Eihort)
13:38:52: Creating resource group Bootstrap
13:38:52: Added resource location 'Media/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
13:38:52: Added resource location 'Media' of type 'FileSystem' to resource group 'General'
13:38:52: OGRE EXCEPTION(6:FileNotFoundException): 'ogre.cfg' file not found! in ConfigFile::load at \Projects\OgreCVS\Branches\Eihort_vc71\ogrenew\OgreMain\src\OgreConfigFile.cpp (line 84)
13:39:00: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
13:39:23: CPU Identifier & Features
13:39:23: -------------------------
13:39:23:  *   CPU ID: AuthenticAMD: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+
13:39:23:  *      SSE: yes
13:39:23:  *     SSE2: yes
13:39:23:  *     SSE3: yes
13:39:23:  *      MMX: yes
13:39:23:  *   MMXEXT: yes
13:39:23:  *    3DNOW: yes
13:39:23:  * 3DNOWEXT: yes
13:39:23:  *     CMOV: yes
13:39:23:  *      TSC: yes
13:39:23:  *      FPU: yes
13:39:23:  *      PRO: yes
13:39:23:  *       HT: no
13:39:23: -------------------------
13:39:23: D3D9 : Subsystem Initialising
13:39:23: D3D9RenderSystem::createRenderWindow "Interior Mapping Demo", 1024x768 fullscreen  miscParams: FSAA=0 FSAAQuality=0 colourDepth=32 useNVPerfHUD=false vsync=false
13:39:23: D3D9 : Created D3D9 Rendering Window 'Interior Mapping Demo' : 1024x768, 32bpp
13:39:23: Registering ResourceManager for type Texture
13:39:23: Registering ResourceManager for type GpuProgram
13:39:23: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
13:39:23: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
13:39:23: D3D9: Vertex texture format supported - PF_FLOAT32_R
13:39:23: RenderSystem capabilities
13:39:23: -------------------------
13:39:23:  * Hardware generation of mipmaps: yes
13:39:23:  * Texture blending: yes
13:39:23:  * Anisotropic texture filtering: yes
13:39:23:  * Dot product texture operation: yes
13:39:23:  * Cube mapping: yes
13:39:23:  * Hardware stencil buffer: yes
13:39:23:    - Stencil depth: 8
13:39:23:    - Two sided stencil support: yes
13:39:23:    - Wrap stencil values: yes
13:39:23:  * Hardware vertex / index buffers: yes
13:39:23:  * Vertex programs: yes
13:39:23:    - Max vertex program version: vs_3_0
13:39:23:  * Fragment programs: yes
13:39:23:    - Max fragment program version: ps_3_0
13:39:23:  * Texture Compression: yes
13:39:23:    - DXT: yes
13:39:23:    - VTC: no
13:39:23:  * Scissor Rectangle: yes
13:39:23:  * Hardware Occlusion Query: yes
13:39:23:  * User clip planes: yes
13:39:23:  * VET_UBYTE4 vertex element type: yes
13:39:23:  * Infinite far plane projection: yes
13:39:23:  * Hardware render-to-texture: yes
13:39:23:  * Floating point textures: yes
13:39:23:  * Non-power-of-two textures: yes
13:39:23:  * Volume textures: yes
13:39:23:  * Multiple Render Targets: 4
13:39:23:  * Point Sprites: yes
13:39:23:  * Extended point parameters: yes
13:39:23:  * Max Point Size: 8192
13:39:23:  * Vertex texture fetch: yes
13:39:23:    - Max vertex textures: 4
13:39:23:    - Vertex textures shared: no
13:39:23: ***************************************
13:39:23: *** D3D9 : Subsystem Initialised OK ***
13:39:23: ***************************************
13:39:23: ResourceBackgroundQueue - threading disabled
13:39:23: Particle Renderer Type 'billboard' registered
13:39:23: Creating viewport on target 'Interior Mapping Demo', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
13:39:23: Parsing scripts for resource group Autodetect
13:39:23: Finished parsing scripts for resource group Autodetect
13:39:23: Parsing scripts for resource group Bootstrap
13:39:23: Parsing script OgreCore.material
13:39:23: Parsing script OgreProfiler.material
13:39:23: Parsing script Ogre.fontdef
13:39:23: Parsing script OgreDebugPanel.overlay
13:39:23: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:39:23: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:39:23: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
13:39:23: Font BlueHighwayusing texture size 512x512
13:39:23: Info: Freetype returned null for character 127 in font BlueHighway
13:39:23: Info: Freetype returned null for character 128 in font BlueHighway
13:39:23: Info: Freetype returned null for character 129 in font BlueHighway
13:39:23: Info: Freetype returned null for character 130 in font BlueHighway
13:39:23: Info: Freetype returned null for character 131 in font BlueHighway
13:39:23: Info: Freetype returned null for character 132 in font BlueHighway
13:39:23: Info: Freetype returned null for character 133 in font BlueHighway
13:39:23: Info: Freetype returned null for character 134 in font BlueHighway
13:39:23: Info: Freetype returned null for character 135 in font BlueHighway
13:39:23: Info: Freetype returned null for character 136 in font BlueHighway
13:39:23: Info: Freetype returned null for character 137 in font BlueHighway
13:39:23: Info: Freetype returned null for character 138 in font BlueHighway
13:39:23: Info: Freetype returned null for character 139 in font BlueHighway
13:39:23: Info: Freetype returned null for character 140 in font BlueHighway
13:39:23: Info: Freetype returned null for character 141 in font BlueHighway
13:39:23: Info: Freetype returned null for character 142 in font BlueHighway
13:39:23: Info: Freetype returned null for character 143 in font BlueHighway
13:39:23: Info: Freetype returned null for character 144 in font BlueHighway
13:39:23: Info: Freetype returned null for character 145 in font BlueHighway
13:39:23: Info: Freetype returned null for character 146 in font BlueHighway
13:39:23: Info: Freetype returned null for character 147 in font BlueHighway
13:39:23: Info: Freetype returned null for character 148 in font BlueHighway
13:39:23: Info: Freetype returned null for character 149 in font BlueHighway
13:39:23: Info: Freetype returned null for character 150 in font BlueHighway
13:39:23: Info: Freetype returned null for character 151 in font BlueHighway
13:39:23: Info: Freetype returned null for character 152 in font BlueHighway
13:39:23: Info: Freetype returned null for character 153 in font BlueHighway
13:39:23: Info: Freetype returned null for character 154 in font BlueHighway
13:39:23: Info: Freetype returned null for character 155 in font BlueHighway
13:39:23: Info: Freetype returned null for character 156 in font BlueHighway
13:39:23: Info: Freetype returned null for character 157 in font BlueHighway
13:39:23: Info: Freetype returned null for character 158 in font BlueHighway
13:39:23: Info: Freetype returned null for character 159 in font BlueHighway
13:39:23: Info: Freetype returned null for character 160 in font BlueHighway
13:39:23: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
13:39:23: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:39:23: Parsing script OgreLoadingPanel.overlay
13:39:23: Finished parsing scripts for resource group Bootstrap
13:39:23: Parsing scripts for resource group General
13:39:23: Parsing script BoxHigh.material
13:39:24: Parsing script empty.material
13:39:24: Parsing script InteriorMapping.material
13:39:25: Parsing script PolygonedBuilding.material
13:39:25: Parsing script HUD.overlay
13:39:25: Finished parsing scripts for resource group General
13:39:25: Parsing scripts for resource group Internal
13:39:25: Finished parsing scripts for resource group Internal
13:39:25: Mesh: Loading Box.mesh.
13:39:25: WARNING: Box.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:39:25: Texture: Ceiling256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:39:25: Texture: Floor256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:39:25: Texture: Noise.tga: Loading 1 faces(PF_R8G8B8,64x1x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x1x1.
13:39:25: Texture: OfficeWallAtlas.tga: Loading 1 faces(PF_R8G8B8,512x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x256x1.
13:39:25: Texture: Windows.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:39:25: Texture: WindowsCubeMap_Dark.tga: Loading 6 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from multiple Images. Internal format is PF_X8R8G8B8,128x128x1.
13:39:35: Mesh: Loading PolygonedBuilding.mesh.
13:39:35: Texture: Stones256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:39:35: Texture: BricksWithWindows.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:39:41: Mesh: Loading BoxHigh.mesh.
13:44:37: Texture: Ceiling16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:44:37: Texture: Floor16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:44:37: Texture: Stones16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:44:37: Texture: StonesLight16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:48:38: Mesh: Loading ManyBuildings.mesh.
13:48:38: WARNING: ManyBuildings.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:48:38: Texture: StonesLight256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:49:02: Texture: WindowsCubeMap.tga: Loading 6 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from multiple Images. Internal format is PF_X8R8G8B8,128x128x1.
13:50:14: Texture: Ceiling64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:14: Texture: Floor64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:14: Texture: Stones64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:14: Texture: StonesLight64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:32: Texture: ExteriorOldFlat.tga: Loading 1 faces(PF_A8R8G8B8,512x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x1024x1.
13:51:02: Texture: FurniturePlane.tga: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:52:46: *-*-* OGRE Shutdown
13:52:46: Unregistering ResourceManager for type Compositor
13:52:46: Unregistering ResourceManager for type Font
13:52:46: Unregistering ResourceManager for type Skeleton
13:52:46: Unregistering ResourceManager for type Mesh
13:52:46: Unregistering ResourceManager for type HighLevelGpuProgram
13:52:46: Uninstalling plugin: Cg Program Manager
13:52:46: Plugin successfully uninstalled
13:52:46: Unloading library .\Plugin_CgProgramManager
13:52:46: Uninstalling plugin: GL RenderSystem
13:52:46: *** Stopping Win32GL Subsystem ***
13:52:46: Plugin successfully uninstalled
13:52:46: Unloading library .\RenderSystem_GL
13:52:46: Uninstalling plugin: D3D9 RenderSystem
13:52:47: Render Target 'Interior Mapping Demo' Average FPS: 396.846 Best FPS: 896.104 Worst FPS: 6.08167
13:52:47: D3D9 : Shutting down cleanly.
13:52:47: Unregistering ResourceManager for type Texture
13:52:47: Unregistering ResourceManager for type GpuProgram
13:52:47: D3D9 : Direct3D9 Rendering Subsystem destroyed.
13:52:47: Plugin successfully uninstalled
13:52:47: Unloading library .\RenderSystem_Direct3D9
13:52:47: Unregistering ResourceManager for type Material


Code: Select all
------------------
System Information
------------------
Time of this report: 1/27/2008, 13:38:16
       Machine name: SWEET-E1C3EB00A
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp.050301-1521)
           Language: French (Regional Setting: French)
System Manufacturer: System manufacturer
       System Model: System Product Name
               BIOS: BIOS Date: 07/10/07 20:21:33 Ver: 08.00.12
          Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+,  MMX,  3DNow (2 CPUs), ~2.2GHz
             Memory: 896MB RAM
          Page File: 241MB used, 1927MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.2180 32bit Unicode

------------
DxDiag Notes
------------
  DirectX Files Tab: No problems found.
      Display Tab 1: No problems found.
        Sound Tab 1: The file RtkHDAud.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL).  You may be able to get a WHQL logo'd driver from the hardware manufacturer.
          Music Tab: No problems found.
          Input Tab: No problems found.
        Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (n/a)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 6100 nForce 430
     Manufacturer: NVIDIA
        Chip type: GeForce 6100 nForce 430
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_03D0&SUBSYS_82341043&REV_A2
   Display Memory: 512.0 MB
     Current Mode: 1024 x 768 (32 bit) (60Hz)
          Monitor: Écran Plug-and-Play
  Monitor Max Res: 1600,1200
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0010.9147 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 9/1/2006 19:54:47, 4496128 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys
    Mini VDD Date: 9/1/2006 19:54:47, 3958496 bytes
Device Identifier: {D7B71E3E-4090-11CF-4850-3EA203C2CB35}
        Vendor ID: 0x10DE
        Device ID: 0x03D0
        SubSys ID: 0x82341043
      Revision ID: 0x00A2
      Revision ID: 0x00A2
      Video Accel:
 Deinterlace Caps: {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
         Registry: OK
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
DDraw Test Result: Not run
 D3D7 Test Result: Not run
 D3D8 Test Result: Not run
 D3D9 Test Result: Not run

-------------
Sound Devices
-------------
            Description: Realtek HD Audio output
 Default Sound Playback: Yes
 Default Voice Playback: Yes
            Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0662&SUBSYS_10438290&REV_1001
        Manufacturer ID: 1
             Product ID: 100
                   Type: WDM
            Driver Name: RtkHDAud.sys
         Driver Version: 5.10.0000.5286 (English)
      Driver Attributes: Final Retail
            WHQL Logo'd: No
          Date and Size: 8/15/2006 13:41:16, 4368896 bytes
            Other Files:
        Driver Provider: Realtek Semiconductor Corp.
         HW Accel Level: Full
              Cap Flags: 0xF5F
    Min/Max Sample Rate: 8000, 192000
Static/Strm HW Mix Bufs: 33, 32
 Static/Strm HW 3D Bufs: 33, 32
              HW Memory: 0
       Voice Management: No
 EAX(tm) 2.0 Listen/Src: Yes, Yes
   I3DL2(tm) Listen/Src: Yes, Yes
Sensaura(tm) ZoomFX(tm): No
               Registry: OK
      Sound Test Result: Not run

---------------------
Sound Capture Devices
---------------------
            Description: Realtek HD Audio Input
  Default Sound Capture: Yes
  Default Voice Capture: Yes
            Driver Name: RtkHDAud.sys
         Driver Version: 5.10.0000.5286 (English)
      Driver Attributes: Final Retail
          Date and Size: 8/15/2006 13:41:16, 4368896 bytes
              Cap Flags: 0x41
           Format Flags: 0xFFF

-----------
DirectMusic
-----------
        DLS Path: C:\WINDOWS\SYSTEM32\drivers\GM.DLS
     DLS Version: 1.00.0016.0002
    Acceleration: n/a
           Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
                  Mappeur MIDI Microsoft [Émulé], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SynthÚ. SW table de sons GS Mic [Émulé], Hardware (Not Kernel Mode), Output, No DLS, Internal
        Registry: OK
     Test Result: Not run

-------------------
DirectInput Devices
-------------------
      Device Name: Souris
         Attached: 1
    Controller ID: n/a
Vendor/Product ID: n/a
        FF Driver: n/a

      Device Name: Clavier
         Attached: 1
    Controller ID: n/a
Vendor/Product ID: n/a
        FF Driver: n/a

Poll w/ Interrupt: No
         Registry: OK


DirectPlay Voice Wizard Tests: Full Duplex: Not run, Half Duplex: Not run, Mic: Not run
DirectPlay Test Result: Not run
Registry: OK

-------------------
DirectPlay Adapters
-------------------
DirectPlay8 Serial Service Provider: COM1
DirectPlay8 TCP/IP Service Provider: Connexion réseau sans fil - IPv4 -

-----------------------
DirectPlay Voice Codecs
-----------------------
Voxware VR12 1,4 Kbit/s
Voxware SC06 6,4 Kbit/s
Voxware SC03 3,2 Kbit/s
MS-PCM 64 kbit/s
MS-ADPCM 32.8 kbit/s
Microsoft GSM 6.10 13 kbit/s
TrueSpeech(TM) 8.6 kbit/s

------------------------
Disk & DVD/CD-ROM Drives
------------------------
      Drive: C:
 Free Space: 3.6 GB
Total Space: 9.7 GB
File System: NTFS
      Model: Maxtor 91020D6

--------------
System Devices
--------------

     Name: Contrôleur de RAM standard PCI
Device ID: PCI\VEN_10DE&DEV_03F5&SUBSYS_82341043&REV_A2\3&267A616A&0&0A
   Driver: n/a


     Name: Contrôleur de RAM standard PCI
Device ID: PCI\VEN_10DE&DEV_03EA&SUBSYS_82341043&REV_A1\3&267A616A&0&00
   Driver: n/a

     Name: NVIDIA GeForce 6100 nForce 430
Device ID: PCI\VEN_10DE&DEV_03D0&SUBSYS_82341043&REV_A2\3&267A616A&0&68
   Driver: C:\WINDOWS\system32\DRIVERS\nv4_mini.sys, 6.14.0010.9147 (English), 9/1/2006 19:54:47, 3958496 bytes
   Driver: C:\WINDOWS\system32\nv4_disp.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:47, 4496128 bytes
   Driver: C:\WINDOWS\system32\nvsvc32.exe, 6.14.0010.9147 (English), 9/1/2006 19:54:51, 155715 bytes
   Driver: C:\WINDOWS\system32\nvhwvid.dll, 6.14.0010.9147 (), 9/1/2006 19:54:50, 581632 bytes
   Driver: C:\WINDOWS\system32\nvapi.dll, 6.14.0010.9147 (), 9/1/2006 19:54:47, 196608 bytes
   Driver: C:\WINDOWS\system32\nvoglnt.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 5636096 bytes
   Driver: C:\WINDOWS\system32\nvcpl.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:48, 7630848 bytes
   Driver: C:\WINDOWS\system32\nvmctray.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 86016 bytes
   Driver: C:\WINDOWS\system32\nvwddi.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:51, 81920 bytes
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Postby Oogst » Sun Jan 27, 2008 7:22 pm

@gugus, Olaf, Josh, Holger, Damien, Mike and Nikolaj:
Wow, that was some really fast reacting and running the test! Thank you very much for that! Now hopefully I will get into CGI 2008 and be able to finally have the entire paper published! :)

@gugus:
I did not intend the results to be pasted in the forum directly, I thought more of links to files, but that does not matter: they are just as useful to me this way, so thank you very much!
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Postby tdev » Sun Mar 02, 2008 10:03 pm

wow, really great work. good luck with your paper!
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Postby Oogst » Tue Apr 22, 2008 7:39 pm

What I totally forgot to mention here, is that my paper has been selected for CGI 2008 in June in Istanbul, Turkey. Woei! I wonder how reactions to it there will be, and how such a conference will be anyway. I have only been to the GDC so far and I guess a real scientific conference will be, well, different (i.e. more boring ;)).
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Postby pekar » Wed Apr 23, 2008 11:23 am

Proficiat Oogst, het is echt wel een coole en originele aanpak.

(Congrats)
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Postby PolyVox » Wed Apr 23, 2008 6:15 pm

Well done on getting the paper through!
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Postby Oogst » Sat Jun 28, 2008 8:31 am

A while ago some people asked for the paper on Interior Mapping. Well, it is _finally_ online, so you can get it now, if you want:

http://interiormapping.oogst3d.net/
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Thanks

Postby Lee04 » Sat Jun 28, 2008 9:07 am

Thanks

Great work.
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