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15:46:59: Creating resource group General
15:46:59: Creating resource group Internal
15:46:59: Creating resource group Autodetect
15:46:59: SceneManagerFactory for type 'DefaultSceneManager' registered.
15:46:59: Registering ResourceManager for type Material
15:46:59: Registering ResourceManager for type Mesh
15:46:59: Registering ResourceManager for type Skeleton
15:46:59: MovableObjectFactory for type 'ParticleSystem' registered.
15:46:59: OverlayElementFactory for type Panel registered.
15:46:59: OverlayElementFactory for type BorderPanel registered.
15:46:59: OverlayElementFactory for type TextArea registered.
15:46:59: Registering ResourceManager for type Font
15:46:59: ArchiveFactory for archive type FileSystem registered.
15:46:59: ArchiveFactory for archive type Zip registered.
15:46:59: ArchiveFactory for archive type EmbeddedZip registered.
15:46:59: DDS codec registering
15:46:59: FreeImage version: 3.15.3
15:46:59: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
15:46:59: 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,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
15:46:59: Registering ResourceManager for type HighLevelGpuProgram
15:46:59: Registering ResourceManager for type Compositor
15:46:59: MovableObjectFactory for type 'Entity' registered.
15:46:59: MovableObjectFactory for type 'Light' registered.
15:46:59: MovableObjectFactory for type 'BillboardSet' registered.
15:46:59: MovableObjectFactory for type 'ManualObject' registered.
15:46:59: MovableObjectFactory for type 'BillboardChain' registered.
15:46:59: MovableObjectFactory for type 'RibbonTrail' registered.
15:46:59: Loading library .\RenderSystem_GL_d
15:46:59: Installing plugin: GL RenderSystem
15:46:59: OpenGL Rendering Subsystem created.
15:46:59: Plugin successfully installed
15:46:59: Loading library .\RenderSystem_Direct3D9_d
15:46:59: Installing plugin: D3D9 RenderSystem
15:46:59: D3D9 : Direct3D9 Rendering Subsystem created.
15:46:59: D3D9: Driver Detection Starts
15:46:59: D3D9: Driver Detection Ends
15:46:59: Plugin successfully installed
15:46:59: *-*-* OGRE Initialising
15:46:59: *-*-* Version 1.8.1 (Byatis)
15:46:59: Added resource location './media' of type 'FileSystem' to resource group 'General'
15:46:59: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
15:46:59: D3D9 : RenderSystem Option: FSAA = 0
15:46:59: D3D9 : RenderSystem Option: Fixed Pipeline Enabled = Yes
15:46:59: D3D9 : RenderSystem Option: Floating-point mode = Fastest
15:46:59: D3D9 : RenderSystem Option: Full Screen = No
15:46:59: D3D9 : RenderSystem Option: Multi device memory hint = Use minimum system memory
15:46:59: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-NVIDIA Quadro FX 1400
15:46:59: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
15:46:59: D3D9 : RenderSystem Option: Use Multihead = Auto
15:46:59: D3D9 : RenderSystem Option: VSync = No
15:46:59: D3D9 : RenderSystem Option: VSync Interval = 1
15:46:59: D3D9 : RenderSystem Option: Video Mode = 640 x 480 @ 32-bit colour
15:46:59: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
15:46:59: CPU Identifier & Features
15:46:59: -------------------------
15:46:59: * CPU ID: GenuineIntel: Intel(R) Xeon(TM) CPU 3.60GHz
15:46:59: * SSE: yes
15:46:59: * SSE2: yes
15:46:59: * SSE3: yes
15:46:59: * MMX: yes
15:46:59: * MMXEXT: yes
15:46:59: * 3DNOW: no
15:46:59: * 3DNOWEXT: no
15:46:59: * CMOV: yes
15:46:59: * TSC: yes
15:46:59: * FPU: yes
15:46:59: * PRO: yes
15:46:59: * HT: yes
15:46:59: -------------------------
15:46:59: *** Starting Win32GL Subsystem ***
15:46:59: Registering ResourceManager for type Texture
15:46:59: GLRenderSystem::_createRenderWindow "Hello World", 1024x768 windowed miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=0 gamma=false vsync=false vsyncInterval=1
15:46:59: Created Win32Window 'Hello World' : 1032x768, 32bpp
15:46:59: GL_VERSION = 2.1.2
15:46:59: GL_VENDOR = NVIDIA Corporation
15:46:59: GL_RENDERER = Quadro FX 1400/PCIe/SSE2
15:46:59: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync 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_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_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_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage 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_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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 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_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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 GL_Autodesk_valid_back_buffer_hint
15:46:59: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_swap_control WGL_I3D_genlock WGL_NV_float_buffer WGL_NV_gpu_affinity WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle WGL_NV_swap_group
15:46:59: ***************************
15:46:59: *** GL Renderer Started ***
15:46:59: ***************************
15:46:59: Registering ResourceManager for type GpuProgram
15:46:59: GLSL support detected
15:46:59: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
15:46:59: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0
15:46:59: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0
15:46:59: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0
15:46:59: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:46:59: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 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_SHORT_RGB
15:46:59: RenderSystem capabilities
15:46:59: -------------------------
15:46:59: RenderSystem Name: OpenGL Rendering Subsystem
15:46:59: GPU Vendor: nvidia
15:46:59: Device Name: Quadro FX 1400/PCIe/SSE2
15:46:59: Driver Version: 2.1.2.0
15:46:59: * Fixed function pipeline: yes
15:46:59: * Hardware generation of mipmaps: yes
15:46:59: * Texture blending: yes
15:46:59: * Anisotropic texture filtering: yes
15:46:59: * Dot product texture operation: yes
15:46:59: * Cube mapping: yes
15:46:59: * Hardware stencil buffer: yes
15:46:59: - Stencil depth: 8
15:46:59: - Two sided stencil support: yes
15:46:59: - Wrap stencil values: yes
15:46:59: * Hardware vertex / index buffers: yes
15:46:59: * Vertex programs: yes
15:46:59: * Number of floating-point constants for vertex programs: 256
15:46:59: * Number of integer constants for vertex programs: 0
15:46:59: * Number of boolean constants for vertex programs: 0
15:46:59: * Fragment programs: yes
15:46:59: * Number of floating-point constants for fragment programs: 512
15:46:59: * Number of integer constants for fragment programs: 0
15:46:59: * Number of boolean constants for fragment programs: 0
15:46:59: * Geometry programs: no
15:46:59: * Number of floating-point constants for geometry programs: 5558
15:46:59: * Number of integer constants for geometry programs: 29668
15:46:59: * Number of boolean constants for geometry programs: 5558
15:46:59: * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl vp30 vp40
15:46:59: * Texture Compression: yes
15:46:59: - DXT: yes
15:46:59: - VTC: yes
15:46:59: - PVRTC: no
15:46:59: * Scissor Rectangle: yes
15:46:59: * Hardware Occlusion Query: yes
15:46:59: * User clip planes: yes
15:46:59: * VET_UBYTE4 vertex element type: yes
15:46:59: * Infinite far plane projection: yes
15:46:59: * Hardware render-to-texture: yes
15:46:59: * Floating point textures: yes
15:46:59: * Non-power-of-two textures: yes
15:46:59: * Volume textures: yes
15:46:59: * Multiple Render Targets: 4
15:46:59: - With different bit depths: yes
15:46:59: * Point Sprites: yes
15:46:59: * Extended point parameters: yes
15:46:59: * Max Point Size: 63.375
15:46:59: * Vertex texture fetch: yes
15:46:59: * Number of world matrices: 0
15:46:59: * Number of texture units: 16
15:46:59: * Stencil buffer depth: 8
15:46:59: * Number of vertex blend matrices: 0
15:46:59: - Max vertex textures: 4
15:46:59: - Vertex textures shared: yes
15:46:59: * Render to Vertex Buffer : no
15:46:59: * GL 1.5 without VBO workaround: no
15:46:59: * Frame Buffer objects: yes
15:46:59: * Frame Buffer objects (ARB extension): no
15:46:59: * Frame Buffer objects (ATI extension): no
15:46:59: * PBuffer support: yes
15:46:59: * GL 1.5 without HW-occlusion workaround: no
15:46:59: * Separate shader objects: no
15:46:59: DefaultWorkQueue('Root') initialising on thread c94.
15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 15bc starting.
15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 51c starting.
15:46:59: Particle Renderer Type 'billboard' registered
15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 1288 starting.
15:46:59: DefaultWorkQueue('Root')::WorkerFunc - thread 350 starting.
15:46:59: Parsing scripts for resource group Autodetect
15:46:59: Finished parsing scripts for resource group Autodetect
15:46:59: Creating resources for group Autodetect
15:46:59: All done
15:46:59: Parsing scripts for resource group General
15:46:59: Parsing script Penguin.material
15:46:59: Finished parsing scripts for resource group General
15:46:59: Creating resources for group General
15:46:59: All done
15:46:59: Parsing scripts for resource group Internal
15:46:59: Finished parsing scripts for resource group Internal
15:46:59: Creating resources for group Internal
15:46:59: All done
15:46:59: Mesh: Loading penguin.mesh.
15:46:59: Skeleton: Loading penguin.skeleton
15:46:59: Texture: penguin.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1. |
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