Debugging and linking

Problems building or running the engine, queries about how to use features etc.
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kewur
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Posts: 24
Joined: Thu Jul 24, 2008 12:24 pm

Debugging and linking

Post by kewur »

Hello,

I'm having some kind of trouble i couldnt understand much..

i compile my code in VS9 and it compiles withouth any warning but when i launch the executable it doesnt show me anything

so i decided to build in debug mode and debug the thing..

the first problem was about linking my

Code: Select all

Ogre::ConfigFile::SectionIterator seci = cf.getSectionIterator();
this line and the ones related to this seemed to have some linker issues. So i had to comment them out, i intended to look into this after some time..



after comemnting out the problem went away. but when i start the debugging, the code would always stop on the "Disassembly" in the line

Code: Select all

0041128A  jmp         WinMainCRTStartup (414347h) 
and my debug output is

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'ROTUDebug.exe': Loaded 'C:\Documents and Settings\Efe\Desktop\ROTU\bin\Debug\ROTUDebug.exe', Symbols loaded.
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll'
'ROTUDebug.exe': Loaded 'C:\Documents and Settings\Efe\Desktop\ROTU\bin\Debug\OgreMain_d.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\user32.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC90.DebugCRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_f863c71f\msvcp90d.dll', Symbols loaded.
'ROTUDebug.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC90.DebugCRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_f863c71f\msvcr90d.dll', Symbols loaded.
'ROTUDebug.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_6f74963e\msvcr90.dll', Symbols loaded.
'ROTUDebug.exe': Loaded 'C:\Documents and Settings\Efe\Desktop\ROTU\bin\Debug\SDL.dll', Binary was not built with debug information.
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\secur32.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\winmm.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\cssdll32.dll', Binary was not built with debug information.
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\version.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\shell32.dll'
First-chance exception at 0x7c90b1fa in ROTUDebug.exe: 0xC0000005: Access violation writing location 0x00000010.
'ROTUDebug.exe': Unloaded 'C:\WINDOWS\system32\cssdll32.dll'
'ROTUDebug.exe': Unloaded 'C:\WINDOWS\system32\shell32.dll'
'ROTUDebug.exe': Unloaded 'C:\WINDOWS\system32\version.dll'
'ROTUDebug.exe': Unloaded 'C:\WINDOWS\system32\shlwapi.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\guard32.dll'
'ROTUDebug.exe': Loaded 'C:\WINDOWS\system32\ole32.dll'
First-chance exception at 0x77e760c5 in ROTUDebug.exe: 0xC0000005: Access violation reading location 0x00000000.
'ROTUDebug.exe': Unloaded 'C:\WINDOWS\system32\guard32.dll'
'ROTUDebug.exe': Unloaded 'C:\WINDOWS\system32\ole32.dll'


i'm out of solutions for now and would appriciate much if someone would point out anything
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mcaden
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Post by mcaden »

Looks like your startup sequence is wrong.

Code?
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kewur
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Post by kewur »

Code: Select all


_mRoot = new Ogre::Root();

rs = _mRoot->getRenderSystem();


if(!_mRoot->restoreConfig()){

		if(_mRoot->showConfigDialog())
			mWindow = _mRoot->initialise(true, "ROTU");
		
		else{
			LoggingUtil::getInstance()->error("Cant initialise Ogre and assign to mWindow");
			}
	 
       }

else {
		
		mWindow = _mRoot->initialise(true, "ROTU");

		}

vp	= _mRoot->getAutoCreatedWindow()->addViewport(cam);


_mRoot->startRendering();

this is basicly it..

edit: i re edited it but the problem persists..
any other suggestions anyone?
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mcaden
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Post by mcaden »

Code: Select all

vp   = _mRoot->getAutoCreatedWindow()->addViewport(cam);
You're adding the viewport to the camera, but you're never creating the camera.
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kewur
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Post by kewur »

thanks for the help, but i actually do, i realized when i was cutting the code i didnt put it here

ok i replaced my initilizing codewith the one in xadec tutorial(nearly) to see whats wrong . and the problem persists.

this is what i have now . the whole ting

Code: Select all

	

_mRoot = new Ogre::Root();


if(!_mRoot->restoreConfig()){

		if(_mRoot->showConfigDialog()){
			}
			
		
		else{
			LoggingUtil::getInstance()->error("Cant initialise config dialog");
			}
	 
		}
		rs = _mRoot->getRenderSystem();	
	mWindow = _mRoot->initialise(true, "ROTU");

		

	mgr = _mRoot->createSceneManager(Ogre::ST_GENERIC ,              "Default SceneManager");
	DU->DefaultSceneManager = mgr;

	cam = mgr->createCamera("Default Cam");
	cam->setPosition(Ogre::Vector3(0.0f,0.0f,500.0f));
	cam->lookAt(Ogre::Vector3(0.0f,0.0f,0.0f));
	cam->setNearClipDistance(5.0f);
	cam->setFarClipDistance(5000.0f);

	DU->DefaultCam = cam;
	
	vp = mWindow->addViewport(cam);
	vp->setBackgroundColour(Ogre::ColourValue(0.0f,0.0f,0.0f));

	cam->setAspectRatio(Ogre::Real(vp->getActualWidth()) /
						Ogre::Real(vp->getActualHeight()));
	//initialize DU attributes. For later use..

	DU->DefaultWindow	= mWindow;
	DU->DefaultViewport = vp;
	DU->RenderSystem = rs;
	
	// add a framelistener when you implement it here

	_mRoot->startRendering();
	
	mgr->setAmbientLight(Ogre::ColourValue(1,1,1));
	
	DU->LaunchCegui();
note: DU is a generic class.. as you may have noticed..
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mcaden
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Post by mcaden »

Code: Select all

      rs = _mRoot->getRenderSystem();    
   mWindow = _mRoot->initialise(true, "ROTU"); 

Initialize root first
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kewur
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Post by kewur »

thanx for trying to help me.. but
no change..
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kewur
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Post by kewur »

this is my ogre.log

it seems something interrupts in the middle of something..

Code: Select all

14:29:54: Creating resource group General
14:29:54: Creating resource group Internal
14:29:54: Creating resource group Autodetect
14:29:54: SceneManagerFactory for type 'DefaultSceneManager' registered.
14:29:54: Registering ResourceManager for type Material
14:29:54: Registering ResourceManager for type Mesh
14:29:54: Registering ResourceManager for type Skeleton
14:29:54: MovableObjectFactory for type 'ParticleSystem' registered.
14:29:54: OverlayElementFactory for type Panel registered.
14:29:54: OverlayElementFactory for type BorderPanel registered.
14:29:54: OverlayElementFactory for type TextArea registered.
14:29:54: Registering ResourceManager for type Font
14:29:54: ArchiveFactory for archive type FileSystem registered.
14:29:54: ArchiveFactory for archive type Zip registered.
14:29:54: FreeImage version: 3.10.0
14:29:54: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:29:54: 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
14:29:54: DDS codec registering
14:29:54: Registering ResourceManager for type HighLevelGpuProgram
14:29:54: Registering ResourceManager for type Compositor
14:29:54: MovableObjectFactory for type 'Entity' registered.
14:29:54: MovableObjectFactory for type 'Light' registered.
14:29:54: MovableObjectFactory for type 'BillboardSet' registered.
14:29:54: MovableObjectFactory for type 'ManualObject' registered.
14:29:54: MovableObjectFactory for type 'BillboardChain' registered.
14:29:54: MovableObjectFactory for type 'RibbonTrail' registered.
14:29:54: Loading library .\RenderSystem_Direct3D9
14:29:54: Installing plugin: D3D9 RenderSystem
14:29:54: D3D9 : Direct3D9 Rendering Subsystem created.
14:29:54: D3D9: Driver Detection Starts
14:29:54: D3D9: Driver Detection Ends
14:29:54: Plugin successfully installed
14:29:54: Loading library .\RenderSystem_GL
14:29:54: Installing plugin: GL RenderSystem
14:29:54: OpenGL Rendering Subsystem created.
14:29:54: Plugin successfully installed
14:29:54: Loading library .\Plugin_ParticleFX
14:29:54: Installing plugin: ParticleFX
14:29:54: Particle Emitter Type 'Point' registered
14:29:54: Particle Emitter Type 'Box' registered
14:29:54: Particle Emitter Type 'Ellipsoid' registered
14:29:54: Particle Emitter Type 'Cylinder' registered
14:29:54: Particle Emitter Type 'Ring' registered
14:29:54: Particle Emitter Type 'HollowEllipsoid' registered
14:29:54: Particle Affector Type 'LinearForce' registered
14:29:54: Particle Affector Type 'ColourFader' registered
14:29:54: Particle Affector Type 'ColourFader2' registered
14:29:54: Particle Affector Type 'ColourImage' registered
14:29:54: Particle Affector Type 'ColourInterpolator' registered
14:29:54: Particle Affector Type 'Scaler' registered
14:29:54: Particle Affector Type 'Rotator' registered
14:29:54: Particle Affector Type 'DirectionRandomiser' registered
14:29:54: Particle Affector Type 'DeflectorPlane' registered
14:29:54: Plugin successfully installed
14:29:54: Loading library .\Plugin_BSPSceneManager
14:29:54: Installing plugin: BSP Scene Manager
14:29:54: Plugin successfully installed
14:29:54: Loading library .\Plugin_CgProgramManager
14:29:54: Installing plugin: Cg Program Manager
14:29:54: Plugin successfully installed
14:29:54: Loading library .\Plugin_PCZSceneManager.dll
14:29:54: Installing plugin: Portal Connected Zone Scene Manager
14:29:54: PCZone Factory Type 'ZoneType_Default' registered
14:29:54: Plugin successfully installed
14:29:54: Loading library .\Plugin_OctreeZone.dll
14:29:54: Installing plugin: Octree Zone Factory
14:29:54: Plugin successfully installed
14:29:54: Loading library .\Plugin_OctreeSceneManager
14:29:54: Installing plugin: Octree & Terrain Scene Manager
14:29:54: Plugin successfully installed
14:29:54: *-*-* OGRE Initialising
14:29:54: *-*-* Version 1.6.0 (Shoggoth)
14:29:54: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
14:29:54: D3D9 : RenderSystem Option: Anti aliasing = None
14:29:54: D3D9 : RenderSystem Option: Floating-point mode = Fastest
14:29:54: D3D9 : RenderSystem Option: Full Screen = Yes
14:29:54: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 8600 GT
14:29:54: D3D9 : RenderSystem Option: VSync = No
14:29:54: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
14:29:54: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
14:29:54: CPU Identifier & Features
14:29:54: -------------------------
14:29:54:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     E6550  @ 2.33GHz
14:29:54:  *      SSE: yes
14:29:54:  *     SSE2: yes
14:29:54:  *     SSE3: yes
14:29:54:  *      MMX: yes
14:29:54:  *   MMXEXT: yes
14:29:54:  *    3DNOW: no
14:29:54:  * 3DNOWEXT: no
14:29:54:  *     CMOV: yes
14:29:54:  *      TSC: yes
14:29:54:  *      FPU: yes
14:29:54:  *      PRO: yes
14:29:54:  *       HT: no
14:29:54: -------------------------
14:29:54: *** Starting Win32GL Subsystem ***
14:29:54: GLRenderSystem::_createRenderWindow "ROTU", 1024x768 windowed  miscParams: FSAA=0 colourDepth=32 displayFrequency=0 gamma=false vsync=false 
14:29:54: Created Win32Window 'ROTU' : 1024x768, 32bpp
14:29:54: GL_VERSION = 2.1.1
14:29:54: GL_VENDOR = NVIDIA Corporation
14:29:54: GL_RENDERER = GeForce 8600 GT/PCI/SSE2
14:29:54: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel 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_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_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_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_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_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 
14:29:54: 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_render_depth_texture WGL_NV_render_texture_rectangle 
14:29:54: ***************************
14:29:54: *** GL Renderer Started ***
14:29:54: ***************************
14:29:54: Registering ResourceManager for type GpuProgram
14:29:54: GLSL support detected
14:29:54: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
14:29:54: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:54: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
14:29:55: [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 
14:29:55: RenderSystem capabilities
14:29:55: -------------------------
14:29:55: RenderSystem Name: OpenGL Rendering Subsystem
14:29:55: GPU Vendor: nvidia
14:29:55: Device Name: GeForce 8600 GT/PCI/SSE2
14:29:55: Driver Version: 2.1.1.0
14:29:55:  * Fixed function pipeline: yes
14:29:55:  * Hardware generation of mipmaps: yes
14:29:55:  * Texture blending: yes
14:29:55:  * Anisotropic texture filtering: yes
14:29:55:  * Dot product texture operation: yes
14:29:55:  * Cube mapping: yes
14:29:55:  * Hardware stencil buffer: yes
14:29:55:    - Stencil depth: 8
14:29:55:    - Two sided stencil support: yes
14:29:55:    - Wrap stencil values: yes
14:29:55:  * Hardware vertex / index buffers: yes
14:29:55:  * Vertex programs: yes
14:29:55:  * Fragment programs: yes
14:29:55:  * Geometry programs: yes
14:29:55:  * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gpu_gp nvgp4 vp30 vp40
14:29:55:  * Texture Compression: yes
14:29:55:    - DXT: yes
14:29:55:    - VTC: yes
14:29:55:  * Scissor Rectangle: yes
14:29:55:  * Hardware Occlusion Query: yes
14:29:55:  * User clip planes: yes
14:29:55:  * VET_UBYTE4 vertex element type: yes
14:29:55:  * Infinite far plane projection: yes
14:29:55:  * Hardware render-to-texture: yes
14:29:55:  * Floating point textures: yes
14:29:55:  * Non-power-of-two textures: yes
14:29:55:  * Volume textures: yes
14:29:55:  * Multiple Render Targets: 8
14:29:55:    - With different bit depths: yes
14:29:55:  * Point Sprites: yes
14:29:55:  * Extended point parameters: yes
14:29:55:  * Max Point Size: 63.375
14:29:55:  * Vertex texture fetch: yes
14:29:55:    - Max vertex textures: 32
14:29:55:    - Vertex textures shared: yes
14:29:55:  * Render to Vertex Buffer : yes
14:29:55:  * GL 1.5 without VBO workaround: no
14:29:55:  * Frame Buffer objects: yes
14:29:55:  * Frame Buffer objects (ARB extension): no
14:29:55:  * Frame Buffer objects (ATI extension): no
14:29:55:  * PBuffer suppport: no
14:29:55:  * GL 1.5 without HW-occlusion workaround: no
14:29:55: Registering ResourceManager for type Texture
14:29:55: ResourceBackgroundQueue - threading disabled
14:29:55: Particle Renderer Type 'billboard' registered
14:29:55: SceneManagerFactory for type 'BspSceneManager' registered.
14:29:55: Registering ResourceManager for type BspLevel
14:29:55: SceneManagerFactory for type 'PCZSceneManager' registered.
14:29:55: MovableObjectFactory for type 'PCZLight' registered.
14:29:55: PCZone Factory Type 'ZoneType_Octree' registered
14:29:55: PCZone Factory Type 'ZoneType_Terrain' registered
14:29:55: SceneManagerFactory for type 'OctreeSceneManager' registered.
14:29:55: SceneManagerFactory for type 'TerrainSceneManager' registered.
yup this is the end of ogre.log
User avatar
kewur
Gnoblar
Posts: 24
Joined: Thu Jul 24, 2008 12:24 pm

Post by kewur »

the debugger first stops at a function

__security_init_cookie();

in crtexe.c

but when i compile the sources it creates an exe..
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