[GSoC 2012] Volume Rendering with LOD aimed at terrain

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Assaf Raman
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Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Assaf Raman » Thu Aug 23, 2012 6:21 am

This topic was split to here.
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Watch out for my OGRE related tweets here.

dermont
Orc Shaman
Posts: 748
Joined: Thu Dec 09, 2004 2:51 am
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by dermont » Thu Aug 23, 2012 10:28 am

There appears to be a minor issue building the Volume Compnent on Linux, v1-9 branch.

Code: Select all

/home/dermont/Development/OGRE/src/v1-9/Components/Volume/src/OgreVolumeMeshBuilder.cpp:122:47: error: ‘USHRT_MAX’ was not declared in this scope
make[2]: *** [Components/Volume/CMakeFiles/OgreVolume.dir/__/__/OgreVolume/compile_OgreVolume_0.cpp.o] Error 1
make[1]: *** [Components/Volume/CMakeFiles/OgreVolume.dir/all] Error 2
make: *** [all] Error 2

Code: Select all

diff --git a/Components/Volume/include/OgreVolumeMeshBuilder.h b/Components/Volume/include/OgreVolumeMeshBuilder.h
--- a/Components/Volume/include/OgreVolumeMeshBuilder.h
+++ b/Components/Volume/include/OgreVolumeMeshBuilder.h
@@ -35,6 +35,7 @@
 #include "OgreAxisAlignedBox.h"
 #include "OgreSceneManager.h"
 #include "OgreVolumePrerequisites.h"
+#include <limits.h>
 
 namespace Ogre {
 namespace Volume {
@@ -343,4 +344,4 @@
 }
 }
 
-#endif
\ No newline at end of file
+#endif
I don't know what the VolumeTerrain demo is supposed to show or if it is completed or there is an issue on my side but it doesn't look anything like the thumbnail.

Also running the VolumeTerrain after running the Terrain demo results in a freeze/lockup.

Anyway here is my log.

Code: Select all

17:12:46: Creating resource group General
17:12:46: Creating resource group Internal
17:12:46: Creating resource group Autodetect
17:12:46: SceneManagerFactory for type 'DefaultSceneManager' registered.
17:12:46: Registering ResourceManager for type Material
17:12:46: Registering ResourceManager for type Mesh
17:12:46: Registering ResourceManager for type Skeleton
17:12:46: MovableObjectFactory for type 'ParticleSystem' registered.
17:12:46: OverlayElementFactory for type Panel registered.
17:12:46: OverlayElementFactory for type BorderPanel registered.
17:12:46: OverlayElementFactory for type TextArea registered.
17:12:46: Registering ResourceManager for type Font
17:12:46: ArchiveFactory for archive type FileSystem registered.
17:12:46: ArchiveFactory for archive type Zip registered.
17:12:46: ArchiveFactory for archive type EmbeddedZip registered.
17:12:46: DDS codec registering
17:12:46: FreeImage version: 3.15.0
17:12:46: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:12:46: 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,sti
17:12:46: Registering ResourceManager for type HighLevelGpuProgram
17:12:46: Registering ResourceManager for type Compositor
17:12:46: MovableObjectFactory for type 'Entity' registered.
17:12:46: MovableObjectFactory for type 'Light' registered.
17:12:46: MovableObjectFactory for type 'BillboardSet' registered.
17:12:46: MovableObjectFactory for type 'ManualObject' registered.
17:12:46: MovableObjectFactory for type 'BillboardChain' registered.
17:12:46: MovableObjectFactory for type 'RibbonTrail' registered.
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/RenderSystem_GL
17:12:46: Installing plugin: GL RenderSystem
17:12:46: OpenGL Rendering Subsystem created.
17:12:46: Plugin successfully installed
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/Plugin_ParticleFX
17:12:46: Installing plugin: ParticleFX
17:12:46: Particle Emitter Type 'Point' registered
17:12:46: Particle Emitter Type 'Box' registered
17:12:46: Particle Emitter Type 'Ellipsoid' registered
17:12:46: Particle Emitter Type 'Cylinder' registered
17:12:46: Particle Emitter Type 'Ring' registered
17:12:46: Particle Emitter Type 'HollowEllipsoid' registered
17:12:46: Particle Affector Type 'LinearForce' registered
17:12:46: Particle Affector Type 'ColourFader' registered
17:12:46: Particle Affector Type 'ColourFader2' registered
17:12:46: Particle Affector Type 'ColourImage' registered
17:12:46: Particle Affector Type 'ColourInterpolator' registered
17:12:46: Particle Affector Type 'Scaler' registered
17:12:46: Particle Affector Type 'Rotator' registered
17:12:46: Particle Affector Type 'DirectionRandomiser' registered
17:12:46: Particle Affector Type 'DeflectorPlane' registered
17:12:46: Plugin successfully installed
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/Plugin_BSPSceneManager
17:12:46: Installing plugin: BSP Scene Manager
17:12:46: Plugin successfully installed
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/Plugin_CgProgramManager
17:12:46: Installing plugin: Cg Program Manager
17:12:46: Plugin successfully installed
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/Plugin_PCZSceneManager
17:12:46: Installing plugin: Portal Connected Zone Scene Manager
17:12:46: PCZone Factory Type 'ZoneType_Default' registered
17:12:46: Plugin successfully installed
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/Plugin_OctreeZone
17:12:46: Installing plugin: Octree Zone Factory
17:12:46: Plugin successfully installed
17:12:46: Loading library /home/dermont/Development/OGRE/build/v1-9/lib/Plugin_OctreeSceneManager
17:12:46: Installing plugin: Octree Scene Manager
17:12:46: Plugin successfully installed
17:12:46: *-*-* OGRE Initialising
17:12:46: *-*-* Version 1.9.0unstable (Ghadamon)
17:12:46: CPU Identifier & Features
17:12:46: -------------------------
17:12:46:  *   CPU ID: GenuineIntel: Intel(R) Pentium(R) D CPU 2.80GHz
17:12:46:  *      SSE: yes
17:12:46:  *     SSE2: yes
17:12:46:  *     SSE3: yes
17:12:46:  *      MMX: yes
17:12:46:  *   MMXEXT: yes
17:12:46:  *    3DNOW: no
17:12:46:  * 3DNOWEXT: no
17:12:46:  *     CMOV: yes
17:12:46:  *      TSC: yes
17:12:46:  *      FPU: yes
17:12:46:  *      PRO: yes
17:12:46:  *       HT: yes
17:12:46: -------------------------
17:12:46: ******************************
*** Starting GLX Subsystem ***
******************************
17:12:46: Registering ResourceManager for type Texture
17:12:46: GLRenderSystem::_createRenderWindow "OGRE Sample Browser", 800x600 windowed  miscParams: FSAA=0 displayFrequency=50 Hz gamma=No vsync=No 
17:12:47: GLXWindow::create used FBConfigID = 117
17:12:47: GL_VERSION = 3.3.0 NVIDIA 295.49
17:12:47: GL_VENDOR = NVIDIA Corporation
17:12:47: GL_RENDERER = GeForce 9800 GTX/9800 GTX+/PCIe/SSE2
17:12:47: GL_EXTENSIONS = GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_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_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_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_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object 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_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_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_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_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_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_rgb8_rgba8 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 
17:12:47: Supported GLX extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_ARB_get_proc_address 
17:12:47: ***************************
17:12:47: *** GL Renderer Started ***
17:12:47: ***************************
17:12:47: Registering ResourceManager for type GpuProgram
17:12:47: GLSL support detected
17:12:47: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
17:12:47: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A4L4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:47: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:48: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:48: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:48: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:48: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8 
17:12:48: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 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_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB 
17:12:48: RenderSystem capabilities
17:12:48: -------------------------
17:12:48: RenderSystem Name: OpenGL Rendering Subsystem
17:12:48: GPU Vendor: nvidia
17:12:48: Device Name: GeForce 9800 GTX/9800 GTX+/PCIe/SSE2
17:12:48: Driver Version: 3.3.0.0
17:12:48:  * Fixed function pipeline: yes
17:12:48:  * Hardware generation of mipmaps: yes
17:12:48:  * Texture blending: yes
17:12:48:  * Anisotropic texture filtering: yes
17:12:48:  * Dot product texture operation: yes
17:12:48:  * Cube mapping: yes
17:12:48:  * Hardware stencil buffer: yes
17:12:48:    - Stencil depth: 8
17:12:48:    - Two sided stencil support: yes
17:12:48:    - Wrap stencil values: yes
17:12:48:  * Hardware vertex / index buffers: yes
17:12:48:  * Vertex programs: yes
17:12:48:  * Number of floating-point constants for vertex programs: 1024
17:12:48:  * Number of integer constants for vertex programs: 0
17:12:48:  * Number of boolean constants for vertex programs: 0
17:12:48:  * Fragment programs: yes
17:12:48:  * Number of floating-point constants for fragment programs: 512
17:12:48:  * Number of integer constants for fragment programs: 0
17:12:48:  * Number of boolean constants for fragment programs: 0
17:12:48:  * Geometry programs: yes
17:12:48:  * Number of floating-point constants for geometry programs: 2048
17:12:48:  * Number of integer constants for geometry programs: 0
17:12:48:  * Number of boolean constants for geometry programs: 0
17:12:48:  * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4fp gp4gp gp4vp gpu_fp gpu_gp gpu_vp nvgp4 vp30 vp40
17:12:48:  * Texture Compression: yes
17:12:48:    - DXT: yes
17:12:48:    - VTC: yes
17:12:48:    - PVRTC: no
17:12:48:  * Scissor Rectangle: yes
17:12:48:  * Hardware Occlusion Query: yes
17:12:48:  * User clip planes: yes
17:12:48:  * VET_UBYTE4 vertex element type: yes
17:12:48:  * Infinite far plane projection: yes
17:12:48:  * Hardware render-to-texture: yes
17:12:48:  * Floating point textures: yes
17:12:48:  * Non-power-of-two textures: yes
17:12:48:  * Volume textures: yes
17:12:48:  * Multiple Render Targets: 8
17:12:48:    - With different bit depths: yes
17:12:48:  * Point Sprites: yes
17:12:48:  * Extended point parameters: yes
17:12:48:  * Max Point Size: 63.375
17:12:48:  * Vertex texture fetch: yes
17:12:48:  * Number of world matrices: 0
17:12:48:  * Number of texture units: 32
17:12:48:  * Stencil buffer depth: 8
17:12:48:  * Number of vertex blend matrices: 0
17:12:48:    - Max vertex textures: 32
17:12:48:    - Vertex textures shared: yes
17:12:48:  * Render to Vertex Buffer : yes
17:12:48:  * GL 1.5 without VBO workaround: no
17:12:48:  * Frame Buffer objects: yes
17:12:48:  * Frame Buffer objects (ARB extension): no
17:12:48:  * Frame Buffer objects (ATI extension): no
17:12:48:  * PBuffer support: yes
17:12:48:  * GL 1.5 without HW-occlusion workaround: no
17:12:48:  * Vertex Array Objects: no
17:12:48:  * Separate shader objects: no
17:12:48: DefaultWorkQueue('Root') initialising on thread 0x8d9f6a8.
17:12:48: DefaultWorkQueue('Root')::WorkerFunc - thread 0x8ea4248 starting.
17:12:48: Particle Renderer Type 'billboard' registered
17:12:48: SceneManagerFactory for type 'BspSceneManager' registered.
17:12:48: Registering ResourceManager for type BspLevel
17:12:48: DefaultWorkQueue('Root')::WorkerFunc - thread 0x8dfd578 starting.
17:12:48: SceneManagerFactory for type 'PCZSceneManager' registered.
17:12:48: MovableObjectFactory for type 'PCZLight' registered.
17:12:48: MovableObjectFactory for type 'Portal' registered.
17:12:48: MovableObjectFactory for type 'AntiPortal' registered.
17:12:48: PCZone Factory Type 'ZoneType_Octree' registered
17:12:48: SceneManagerFactory for type 'OctreeSceneManager' registered.
17:12:48: Creating resource group Essential
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/thumbnails' of type 'FileSystem' to resource group 'Essential'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/SdkTrays.zip' of type 'Zip' to resource group 'Essential'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/profiler.zip' of type 'Zip' to resource group 'Essential'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media' of type 'FileSystem' to resource group 'General'
17:12:48: Creating resource group Popular
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/fonts' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/materials/programs' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/materials/scripts' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/materials/textures' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/materials/textures/nvidia' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/models' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/particle' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/DeferredShadingMedia' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/PCZAppMedia' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/RTShaderLib' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/RTShaderLib/materials' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/materials/scripts/SSAO' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/materials/textures/SSAO' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/volumeTerrain' of type 'FileSystem' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/cubemap.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/cubemapsJS.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/dragon.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/fresneldemo.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/ogretestmap.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/ogredance.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/Sinbad.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/packs/skybox.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/volumeTerrain/volumeTerrainBig.zip' of type 'Zip' to resource group 'Popular'
17:12:48: Creating resource group Tests
17:12:48: Added resource location '/home/dermont/Development/OGRE/src/v1-9/Samples/Media/../../Tests/Media' of type 'FileSystem' to resource group 'Tests'
17:12:48: Initialising resource group Essential
17:12:48: Parsing scripts for resource group Essential
17:12:48: Parsing script SdkTrays.material
17:12:48: Parsing script OgreProfiler.material
17:12:48: Parsing script SdkTrays.fontdef
17:12:48: Parsing script SdkTrays.overlay
17:12:48: Texture: sdk_cursor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_tray.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
17:12:48: Texture: sdk_button_up.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with 7 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
17:12:48: Texture: sdk_text_box.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_mini_tray.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_track.png: Loading 1 faces(PF_A8R8G8B8,16x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x32x1.
17:12:48: Texture: sdk_handle.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 4 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
17:12:48: Texture: sdk_mini_text_box.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_label.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_separator.png: Loading 1 faces(PF_A8R8G8B8,64x16x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x16x1.
17:12:48: Texture: sdk_logo.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) with 7 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x64x1.
17:12:48: Texture: sdk_shade.png: Loading 1 faces(PF_A8R8G8B8,64x48x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x48x1.
17:12:48: Texture: sdk_frame.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_mini_text_box_over.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:12:48: Texture: sdk_pulse.png: Loading 1 faces(PF_R8G8B8,8x1x1) with 3 generated mipmaps from Image. Internal format is PF_X8R8G8B8,8x1x1.
17:12:48: Finished parsing scripts for resource group Essential
17:12:48: Creating resources for group Essential
17:12:48: All done
17:12:48: Texture: sdk_bands.png: Loading 1 faces(PF_A8R8G8B8,2x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x32x1.
17:12:48: Initialising resource group Popular
17:12:48: Parsing scripts for resource group Popular
17:12:48: Font SdkTrays/Caption using texture size 512x256
17:12:48: Info: Freetype returned null for character 160 in font SdkTrays/Caption
17:12:48: Texture: SdkTrays/CaptionTexture: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
17:12:48: Font SdkTrays/Value using texture size 512x256
17:12:48: Info: Freetype returned null for character 127 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 128 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 129 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 130 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 131 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 132 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 133 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 134 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 135 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 136 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 137 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 138 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 139 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 140 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 141 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 142 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 143 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 144 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 145 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 146 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 147 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 148 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 149 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 150 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 151 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 152 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 153 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 154 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 155 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 156 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 157 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 158 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 159 in font SdkTrays/Value
17:12:48: Info: Freetype returned null for character 160 in font SdkTrays/Value
17:12:48: Texture: SdkTrays/ValueTexture: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
17:12:48: Parsing script Instancing.program
17:12:48: Parsing script DualQuaternion.program
17:12:48: Parsing script StdQuad_vp.program
17:12:48: Parsing script Examples.program
17:12:48: Parsing script ShadowCaster.program
17:12:48: Parsing script deferred_post.program
17:12:48: Parsing script triplanarReference.program
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called fogParams does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(7): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightDiffuse2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(23): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightSpecular2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(26): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightAttenuation0 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(27): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightAttenuation1 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(28): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightAttenuation2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(29): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightSpotlight2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(32): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called spotlightDir2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(35): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightPosition2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(38): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called fogColour does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(40): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called fogParams does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(60): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightDiffuse2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(76): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightSpecular2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(79): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightAttenuation0 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(80): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightAttenuation1 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(81): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightAttenuation2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(82): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightSpotlight2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(85): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called spotlightDir2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(88): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lightPosition2 does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(91): setting of constant failed
17:12:48: OGRE EXCEPTION(2:InvalidParametersException): Parameter called fogColour does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1453)
17:12:48: Compiler error: invalid parameters in triplanarReference.program(93): setting of constant failed
....
17:12:50: OGRE EXCEPTION(7:InternalErrorException): Unable to compile Cg program Ogre/RTShader/shadow_receiver_vs: The compile returned an error.
(0) : error C3001: no program defined
 in CgProgram::compileMicrocode at /home/dermont/Development/OGRE/src/v1-9/PlugIns/CgProgramManager/src/OgreCgProgramManagerDll.cpp (line 67)
17:12:50: High-level program Ogre/RTShader/shadow_receiver_vs encountered an error during loading and is thus not supported.
OGRE EXCEPTION(7:InternalErrorException): Unable to compile Cg program Ogre/RTShader/shadow_receiver_vs: The compile returned an error.
(0) : error C3001: no program defined
 in CgProgram::compileMicrocode at /home/dermont/Development/OGRE/src/v1-9/PlugIns/CgProgramManager/src/OgreCgProgramManagerDll.cpp (line 67)
17:12:50: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1443)
17:12:50: Compiler error: invalid parameters in HardwareSkinningShadow.material(206): setting of constant failed
17:12:50: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1443)
17:12:50: Compiler error: invalid parameters in HardwareSkinningShadow.material(207): setting of constant failed
17:12:50: OGRE EXCEPTION(7:InternalErrorException): Unable to compile Cg program Ogre/RTShader/shadow_receiver_ps: The compile returned an error.
(0) : error C3001: no program defined
 in CgProgram::compileMicrocode at /home/dermont/Development/OGRE/src/v1-9/PlugIns/CgProgramManager/src/OgreCgProgramManagerDll.cpp (line 67)
17:12:50: High-level program Ogre/RTShader/shadow_receiver_ps encountered an error during loading and is thus not supported.
OGRE EXCEPTION(7:InternalErrorException): Unable to compile Cg program Ogre/RTShader/shadow_receiver_ps: The compile returned an error.
(0) : error C3001: no program defined
 in CgProgram::compileMicrocode at /home/dermont/Development/OGRE/src/v1-9/PlugIns/CgProgramManager/src/OgreCgProgramManagerDll.cpp (line 67)
17:12:50: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at /home/dermont/Development/OGRE/src/v1-9/OgreMain/src/OgreGpuProgramParams.cpp (line 1443)
17:12:50: Compiler error: invalid parameters in HardwareSkinningShadow.material(219): setting of constant failed

0 x

PhilipLB
Google Summer of Code Student
Google Summer of Code Student
Posts: 550
Joined: Thu Jun 04, 2009 5:07 pm
Location: Berlin

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Thu Aug 23, 2012 10:37 am

What do you mean with " it doesn't look anything like the thumbnail"? A screenshot might be good. :)

There a quite a few compile errors in the log of the triplanar shader. Do you get proper geometry but is it white or black (shader completly failed)?
0 x
Google Summer of Code 2012 Student
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst


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dermont
Orc Shaman
Posts: 748
Joined: Thu Dec 09, 2004 2:51 am
x 3

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by dermont » Thu Aug 23, 2012 11:06 am

The geometry appears to be there, it appears to be more a shader issue.
http://img18.imageshack.us/img18/2417/volumerk.png

Anyway it doesn't matter, I'll try and figure it out.
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PhilipLB
Google Summer of Code Student
Google Summer of Code Student
Posts: 550
Joined: Thu Jun 04, 2009 5:07 pm
Location: Berlin

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Thu Aug 23, 2012 11:08 am

To me, it looks good. You can move arround by pressing the right mouse button and then using wasd for movement and the mouse for orientation. The thumbnail screenshot was done from another perspective. :)
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Google Summer of Code 2012 Student
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst


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Mind Calamity
Ogre Magi
Posts: 1255
Joined: Sat Dec 25, 2010 2:55 pm
Location: Macedonia

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mind Calamity » Thu Aug 23, 2012 1:22 pm

Volume Terrain Sample doesn't start with D3D9Ex, D3D9HardwarePixelBuffer::lockImpl; (Unable to lock volume).

The Volume CSG one however, has no problems with D3D9Ex.

Also, I suggest you do mCameraMan->setStyle(OgreBites::CS_MANUAL) in the Volume CSG Sample (as the camera is rotated every frame).
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---------------------
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PhilipLB
Google Summer of Code Student
Google Summer of Code Student
Posts: 550
Joined: Thu Jun 04, 2009 5:07 pm
Location: Berlin

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Thu Aug 23, 2012 1:26 pm

Good to know, thx for reporting.
0 x
Google Summer of Code 2012 Student
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst


Volume GFX, accepting donations.

User avatar
Mattan Furst
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 260
Joined: Tue Jan 01, 2008 11:28 am
Location: Israel

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Thu Aug 23, 2012 2:26 pm

@Mind Calamity
Fix for DirectX 9Ex is on its way.

@PhilipLB
Please recheck that you are using the win32text extension. the source control check-ins are showing like someone isn't using it (not sure it's you)
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it's turtles all the way down

PhilipLB
Google Summer of Code Student
Google Summer of Code Student
Posts: 550
Joined: Thu Jun 04, 2009 5:07 pm
Location: Berlin

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Thu Aug 23, 2012 2:32 pm

Will do, tonight when I'm home I want to collect all occurred issues and fix them.
0 x
Google Summer of Code 2012 Student
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst


Volume GFX, accepting donations.

User avatar
Mattan Furst
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 260
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Thu Aug 23, 2012 2:59 pm

D3D9Ex fix was added

@Mind calamity
As someone that worked on D3D9Ex implementation I have to admit it's a dud. It's important where I work because it allows to render openGL textures on directX, but apart to that it doesn't seem to have any real benefits for Ogre.

Changing the flipping mode as suggested by windows did not cause a framerate improvement. in fact framerate seamed much worse. The framerate overall of 9Ex is slightly lower then in simple d3d9. There is less chance of device loss but Ogre already has systems to take care of that anyway. and you loose the ability to use managed pool.

Overall not a good choice.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mind Calamity » Thu Aug 23, 2012 3:25 pm

I don't really need D3D9Ex, I just enabled it to try it out and see if I could spot any differences, the first thing I noticed was the problem with the volumetric terrain demo, so I reported it. Other than that, I use D3D9 without the Ex enabled.

I'm glad you fixed it, though. Someone might need it.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by drwbns » Thu Aug 23, 2012 5:14 pm

I tried the demo and it runs great. The only thing that looks odd to me is the appearance of a couple of seams.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Thu Aug 23, 2012 5:19 pm

I improve them whenever I get new ideas how. :) So far, the texturing of the skirts is good enough. The seams come from this:
x: vertex
-: edge
Lower LOD-Level:
x-----------x
Higher LOD-Level:
x-----x-----x
At the lower level, the normal gets interpolated from the beginning to the end. Wheras at the higher level, it gets interpolated from the beginning to the middle and from the middle to the end. The new normal of the middle might be different to the interpolated one at the same position of the lower LOD level. Tadaa, we got a different material and lighting at this position on the different levels.
Any ideas are of course welcome. :)
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by Mattan Furst » Thu Aug 23, 2012 5:33 pm

Any way to remove the middle vertex of the higher LOD? perhaps a second pass on the geometry calculations identifying and discarding such vertexes.
That would be the best way.

something like:
go over all vertexes on the edges a mesh assigned to a given LOD (except for lowest LOD).
any vertex that does not have a close by vertex from a lower lod is removed.
Every 2 neighboring triangle that contain a removed vertex are to be combined to a single triangle.

Edit:
It will be probably be better to add a new vertex to the higher lod than remove from the lower. This avoids certain special cases in which the the lower LOD is very small
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by bstone » Thu Aug 23, 2012 7:04 pm

CABAListic wrote:You do care because it prevents certain mistakes, e.g.

Code: Select all

if (someFunc() = 42)
I see your point but that will screw you up only if the returned class overloads operator bool(). I'll stand my ground for the move semantics - it will force you to return non-const values as soon as you need it and you will "potentially" run into the same issue after that anyway :D
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by CABAListic » Thu Aug 23, 2012 7:59 pm

What does that have to do with operator bool()? The mistake is assignment instead of comparison. You might be right about move semantics, I haven't used C++11 yet, so I can't judge.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by bstone » Fri Aug 24, 2012 9:16 am

Without overloading "operator bool()" compiler will spit out an error because you would be trying to build and "if" statement around a value that can't be converted to "bool", doesn't matter if the value is a POD or a class. Some built-in types are convertible to bool but as you correctly mentioned compilers learned that long time ago and handle them specifically.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by CABAListic » Fri Aug 24, 2012 10:07 am

Well, if you can actually compare/assign a number with/to a class type, there is a good chance it is (implicitly) convertible to bool :) But you are right, it doesn't compile if it's not.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by bstone » Fri Aug 24, 2012 11:00 am

Another cool feature of C++11 is "explicit" modifier for user defined conversion operators which restricts their usage to direct initialization only. So in theory "explicit operator bool()" would have eliminated the discussed issue altogether. In practice though that's certainly not what you overload "operator bool()" usually for (i.e. direct initialization) :) Perhaps time will tell how well that works out.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Fri Aug 24, 2012 11:18 am

I'll continue developing on the fork https://bitbucket.org/philiplb/ogrevolumeterrain2/.
The reason is, that I have to have a "clean" version for my Thesis were I developed everything. That's why I also just redit the const-primitive-return fix there. Every few commits, I'll merge from the fork to the main repo of course.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Fri Aug 24, 2012 4:01 pm

RTSS triplanar texturing is fixed and the CSG demo is using it now.
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by drwbns » Fri Aug 24, 2012 6:15 pm

Can you give an explanation of how LOD is implemented? Also, how are the LOD levels stored and loaded?
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by PhilipLB » Fri Aug 24, 2012 7:31 pm

Hi,

most of the stuff should be arround in this thread. Currently, I'm doing the written part of the thesis which contains everything. But this is in german, so it won't be usefull for the majority. But I can use the figures I'm creating also for the documentation in the wiki. :) Maybe I'll write a paper for a conference, this would be in english of course.
So documentation whise:
- The thread losely contains everything
- The thesis is likely to be under a CC licence, but in german
- Later, the wiki will have all kind of documentation
- There might be a dense paper about everything
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by drwbns » Sat Aug 25, 2012 4:49 am

A paper would be awesome. I've been following the thread since it's birth so maybe I'll try to read through it again and put the pieces together. I'd love to read a paper about the combinations of everything you put into your project though. :)
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Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

Post by sleo » Sun Aug 26, 2012 9:39 am

not rendered, real photography, for motivation :)
jMrd0zTVuZI.jpg
jMrd0zTVuZI.jpg (100.66 KiB) Viewed 6943 times
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