[Help][Linux][GL] No texture shadows

Problems building or running the engine, queries about how to use features etc.
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AlexeyKnyshev
Goblin
Posts: 213
Joined: Sat May 26, 2012 10:37 am
Location: Russia
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[Help][Linux][GL] No texture shadows

Post by AlexeyKnyshev »

Hi all!

I cannot get Texture shadows get working. Unlike Texutre shadows, Stencil are OK.

Ogre log with texture shadows (NVidia740M):

Code: Select all

*-*-* OGRE Initialising
*-*-* Version 1.9.0 (Ghadamon)
[Info]{Renderer} Renderer (renderer) Renderer created
Loading library ./RenderSystem_GL.so
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
******************************
*** Starting GLX Subsystem ***
******************************
Registering ResourceManager for type Texture
[Info]{Renderer} Renderer (renderer) OpenGL Rendering Subsystem rendering subsystem plugin loaded
[Debug]{Renderer} Renderer (renderer) Creating SceneManager...
Loading library ./Plugin_OctreeSceneManager.so
Installing plugin: Octree Scene Manager
SceneManagerFactory for type 'OctreeSceneManager' registered.
Plugin successfully installed
[Info]{Renderer} Renderer (renderer) GenericSceneManager created
[Info]{Renderer} Renderer (renderer) RenderWindow backend "SDL" installed
GLRenderSystem::_createRenderWindow "renderWindow", 1920x1080 windowed  miscParams: FSAA=2 VSync=Yes parentWindowHandle=83886088 
GLXWindow::create used FBConfigID = 301
GL_VERSION = 4.4.0 NVIDIA 331.49
GL_VENDOR = NVIDIA Corporation
GL_RENDERER = GeForce GT 740M/PCIe/SSE2
GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect 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_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod 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_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_shader_image_load_store 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_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_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture 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_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
Supported GLX extensions: GLX_ARB_get_proc_address GLX_ARB_create_context GLX_ARB_create_context_profile 
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_L8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A4L4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_BYTE_LA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8 
[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 
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: nvidia
Device Name: GeForce GT 740M/PCIe/SSE2
Driver Version: 4.4.0.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: yes
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * 32-bit index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 1024
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 512
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: yes
 * Number of floating-point constants for geometry programs: 2048
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Tesselation Hull programs: no
 * Number of floating-point constants for tesselation hull programs: 29806
 * Number of integer constants for tesselation hull programs: 29535
 * Number of boolean constants for tesselation hull programs: 29296
 * Tesselation Domain programs: no
 * Number of floating-point constants for tesselation domain programs: 29801
 * Number of integer constants for tesselation domain programs: 8293
 * Number of boolean constants for tesselation domain programs: 19527
 * Compute programs: no
 * Number of floating-point constants for compute programs: 16735
 * Number of integer constants for compute programs: 16978
 * Number of boolean constants for compute programs: 28767
 * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl glsl100 glsl110 glsl120 gp4fp gp4gp gp4vp gpu_fp gpu_gp gpu_vp nvgp4 vp30 vp40
 * Texture Compression: yes
   - DXT: yes
   - VTC: yes
   - PVRTC: no
   - ATC: no
   - ETC1: no
   - ETC2: no
   - BC4/BC5: no
   - BC6H/BC7: no
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: yes
 * 1d textures: yes
 * Volume textures: yes
 * Multiple Render Targets: 8
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 2047
 * Vertex texture fetch: yes
 * Number of world matrices: 0
 * Number of texture units: 16
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
   - Max vertex textures: 32
   - Vertex textures shared: yes
 * Render to Vertex Buffer : yes
 * Hardware Atomic Counters: no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: yes
 * GL 1.5 without HW-occlusion workaround: no
 * Vertex Array Objects: no
 * Separate shader objects: no
Using FSAA from GL_ARB_multisample extension.
On exit:

Code: Select all

*-*-* OGRE Shutdown
Render Target 'rtt/53765440/Ogre/ShadowTexture0' Average FPS: 59.9165 Best FPS: 60.0985 Worst FPS: 28.971
Looks like shadow texuture is created successfully. What's wrong?

Best regards, Alexey Knyshev
Voltage Engine - boost your ogre project with realtime physics and interactive scripting!
OgreBullet & CMake - easy to use bullet physics integration.
User avatar
holocronweaver
Google Summer of Code Student
Google Summer of Code Student
Posts: 273
Joined: Mon Oct 29, 2012 8:52 pm
Location: Princeton, NJ
x 47

Re: [Help][Linux][GL] No texture shadows

Post by holocronweaver »

Are you using RTSS, or do you have your own shaders? Also, please post your full log while experiencing the problem in a debug build.
User avatar
AlexeyKnyshev
Goblin
Posts: 213
Joined: Sat May 26, 2012 10:37 am
Location: Russia
x 13

Re: [Help][Linux][GL] No texture shadows

Post by AlexeyKnyshev »

No RTSS, no own shaders, no GL3+. About log, I'm going to post it there tomorrow. Ty for your replay.
Voltage Engine - boost your ogre project with realtime physics and interactive scripting!
OgreBullet & CMake - easy to use bullet physics integration.
User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 5505
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 1371

Re: [Help][Linux][GL] No texture shadows

Post by dark_sylinc »

It's hard to tell without:
  • Code (C++, shaders) and/or
  • Screenshots
  • What it is doing vs what do you expect it to do
  • A more detailed description of the problem
Just saying "it doesn't work" is extremely vague.
User avatar
AlexeyKnyshev
Goblin
Posts: 213
Joined: Sat May 26, 2012 10:37 am
Location: Russia
x 13

Re: [Help][Linux][GL] No texture shadows

Post by AlexeyKnyshev »

Ogre log:

Code: Select all

18:20:19: Creating resource group General
18:20:19: Creating resource group Internal
18:20:19: Creating resource group Autodetect
18:20:19: SceneManagerFactory for type 'DefaultSceneManager' registered.
18:20:19: Registering ResourceManager for type Material
18:20:19: Registering ResourceManager for type Mesh
18:20:19: Registering ResourceManager for type Skeleton
18:20:19: MovableObjectFactory for type 'ParticleSystem' registered.
18:20:19: ArchiveFactory for archive type FileSystem registered.
18:20:19: ArchiveFactory for archive type Zip registered.
18:20:19: ArchiveFactory for archive type EmbeddedZip registered.
18:20:19: DDS codec registering
18:20:19: FreeImage version: 3.15.1
18:20:19: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
18:20:19: 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
18:20:19: ETC codec registering
18:20:19: Registering ResourceManager for type HighLevelGpuProgram
18:20:19: Registering ResourceManager for type Compositor
18:20:19: MovableObjectFactory for type 'Entity' registered.
18:20:19: MovableObjectFactory for type 'Light' registered.
18:20:19: MovableObjectFactory for type 'BillboardSet' registered.
18:20:19: MovableObjectFactory for type 'ManualObject' registered.
18:20:19: MovableObjectFactory for type 'BillboardChain' registered.
18:20:19: MovableObjectFactory for type 'RibbonTrail' registered.
18:20:19: *-*-* OGRE Initialising
18:20:19: *-*-* Version 1.9.0 (Ghadamon)
18:20:19: [Info]{Renderer} Renderer (renderer) Renderer created
18:20:19: Loading library ./RenderSystem_GL.so
18:20:19: Installing plugin: GL RenderSystem
18:20:19: OpenGL Rendering Subsystem created.
18:20:19: Plugin successfully installed
18:20:19: CPU Identifier & Features
18:20:19: -------------------------
18:20:19:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz
18:20:19:  *      SSE: yes
18:20:19:  *     SSE2: yes
18:20:19:  *     SSE3: yes
18:20:19:  *      MMX: yes
18:20:19:  *   MMXEXT: yes
18:20:19:  *    3DNOW: no
18:20:19:  * 3DNOWEXT: no
18:20:19:  *     CMOV: yes
18:20:19:  *      TSC: yes
18:20:19:  *      FPU: yes
18:20:19:  *      PRO: yes
18:20:19:  *       HT: no
18:20:19: -------------------------
18:20:19: ******************************
*** Starting GLX Subsystem ***
******************************
18:20:19: Registering ResourceManager for type Texture
18:20:19: [Info]{Renderer} Renderer (renderer) OpenGL Rendering Subsystem rendering subsystem plugin loaded
18:20:19: [Debug]{Renderer} Renderer (renderer) Creating SceneManager...
18:20:19: Loading library ./Plugin_OctreeSceneManager.so
18:20:19: Installing plugin: Octree Scene Manager
18:20:19: SceneManagerFactory for type 'OctreeSceneManager' registered.
18:20:19: Plugin successfully installed
18:20:19: [Info]{Renderer} Renderer (renderer) GenericSceneManager created
18:20:19: [Info]{Renderer} Renderer (renderer) RenderWindow backend "OGRE" installed
18:20:19: GLRenderSystem::_createRenderWindow "renderWindow", 800x600 windowed  miscParams: FSAA=0 VSync=Yes 
18:20:19: GLXWindow::create used FBConfigID = 103
18:20:19: GL_VERSION = 3.0 Mesa 10.2.0-devel
18:20:19: GL_VENDOR = Intel Open Source Technology Center
18:20:19: GL_RENDERER = Mesa DRI Intel(R) Ivybridge Mobile 
18:20:19: GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_shader_bit_encoding GL_ARB_timer_
query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shader_atomic_counters GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_clear_buffer_object GL_ARB_invalidate_subdata GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_texture_mirror_clamp_to_edge GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix 
18:20:19: Supported GLX extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_create_context_es2_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event 
18:20:19: ***************************
18:20:19: *** GL Renderer Started ***
18:20:19: ***************************
18:20:19: Registering ResourceManager for type GpuProgram
18:20:19: GLSL support detected
18:20:19: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
18:20:19: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 
18:20:19: [GL] : Valid FBO targets PF_UNKNOWN PF_A8 PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGBA PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R 
18:20:19: RenderSystem capabilities
18:20:19: -------------------------
18:20:19: RenderSystem Name: OpenGL Rendering Subsystem
18:20:19: GPU Vendor: intel
18:20:19: Device Name: Mesa DRI Intel(R) Ivybridge Mobile 
18:20:19: Driver Version: 3.0.0.0
18:20:19:  * Fixed function pipeline: yes
18:20:19:  * Hardware generation of mipmaps: no
18:20:19:  * Texture blending: yes
18:20:19:  * Anisotropic texture filtering: yes
18:20:19:  * Dot product texture operation: yes
18:20:19:  * Cube mapping: yes
18:20:19:  * Hardware stencil buffer: yes
18:20:19:    - Stencil depth: 8
18:20:19:    - Two sided stencil support: yes
18:20:19:    - Wrap stencil values: yes
18:20:19:  * Hardware vertex / index buffers: yes
18:20:19:  * 32-bit index buffers: yes
18:20:19:  * Vertex programs: yes
18:20:19:  * Number of floating-point constants for vertex programs: 4096
18:20:19:  * Number of integer constants for vertex programs: 0
18:20:19:  * Number of boolean constants for vertex programs: 0
18:20:19:  * Fragment programs: yes
18:20:19:  * Number of floating-point constants for fragment programs: 4096
18:20:19:  * Number of integer constants for fragment programs: 0
18:20:19:  * Number of boolean constants for fragment programs: 0
18:20:19:  * Geometry programs: no
18:20:19:  * Number of floating-point constants for geometry programs: 24404
18:20:19:  * Number of integer constants for geometry programs: 26739
18:20:19:  * Number of boolean constants for geometry programs: 25697
18:20:19:  * Tesselation Hull programs: no
18:20:19:  * Number of floating-point constants for tesselation hull programs: 28767
18:20:19:  * Number of integer constants for tesselation hull programs: 26994
18:20:19:  * Number of boolean constants for tesselation hull programs: 26989
18:20:19:  * Tesselation Domain programs: no
18:20:19:  * Number of floating-point constants for tesselation domain programs: 26996
18:20:19:  * Number of integer constants for tesselation domain programs: 25974
18:20:19:  * Number of boolean constants for tesselation domain programs: 29279
18:20:19:  * Compute programs: no
18:20:19:  * Number of floating-point constants for compute programs: 29541
18:20:19:  * Number of integer constants for compute programs: 24948
18:20:19:  * Number of boolean constants for compute programs: 29810
18:20:19:  * Supported Shader Profiles: arbfp1 arbvp1 glsl glsl100 glsl110 glsl120
18:20:19:  * Texture Compression: yes
18:20:19:    - DXT: yes
18:20:19:    - VTC: no
18:20:19:    - PVRTC: no
18:20:19:    - ATC: no
18:20:19:    - ETC1: no
18:20:19:    - ETC2: no
18:20:19:    - BC4/BC5: no
18:20:19:    - BC6H/BC7: no
18:20:19:  * Scissor Rectangle: yes
18:20:19:  * Hardware Occlusion Query: yes
18:20:19:  * User clip planes: yes
18:20:19:  * VET_UBYTE4 vertex element type: yes
18:20:19:  * Infinite far plane projection: yes
18:20:19:  * Hardware render-to-texture: yes
18:20:19:  * Floating point textures: yes
18:20:19:  * Non-power-of-two textures: yes
18:20:19:  * 1d textures: yes
18:20:19:  * Volume textures: yes
18:20:19:  * Multiple Render Targets: 8
18:20:19:    - With different bit depths: yes
18:20:19:  * Point Sprites: yes
18:20:19:  * Extended point parameters: yes
18:20:19:  * Max Point Size: 255
18:20:19:  * Vertex texture fetch: yes
18:20:19:  * Number of world matrices: 0
18:20:19:  * Number of texture units: 16
18:20:19:  * Stencil buffer depth: 8
18:20:19:  * Number of vertex blend matrices: 0
18:20:19:    - Max vertex textures: 16
18:20:19:    - Vertex textures shared: yes
18:20:19:  * Render to Vertex Buffer : no
18:20:19:  * Hardware Atomic Counters: no
18:20:19:  * GL 1.5 without VBO workaround: no
18:20:19:  * Frame Buffer objects: yes
18:20:19:  * Frame Buffer objects (ARB extension): no
18:20:19:  * Frame Buffer objects (ATI extension): no
18:20:19:  * PBuffer support: yes
18:20:19:  * GL 1.5 without HW-occlusion workaround: no
18:20:19:  * Vertex Array Objects: no
18:20:19:  * Separate shader objects: no
18:20:19: DefaultWorkQueue('Root') initialising on thread main.
18:20:19: Particle Renderer Type 'billboard' registered
18:20:19: SceneManagerFactory for type 'OctreeSceneManager' registered.
18:20:19: [Info]{Renderer} Renderer (renderer) RenderWindow backend: OGRE
18:20:19: [Debug]{Renderer} RenderView (renderWindow) resized: 800x600
18:20:19: [Info]{Renderer} RenderView (renderWindow) RenderViewListener ("closeListener") registred.
18:20:19: [Debug]{Renderer} RenderView (renderWindow) controlled RenderWindow will be auto destroyed
18:20:19: Loading library /home/alexey/dev/src/ve/bin/libbulletPhysicsPlugin.so
18:20:19: Installing plugin: BulletPhysics
18:20:19: Plugin successfully installed
18:20:19: [Debug]{Physics} PhysicsManager (physicsManager) PhysicsManager initialization...
18:20:19: Creating resource group OgreBulletCollisions
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "PlaneRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "BoxRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "CylinderRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "SphereRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "TriMeshRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "ConvexHullRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "HeightMapRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RigidBodyFactory of type "WheeledRigidBody" registred.
18:20:19: [Info]{Physics} BulletPhysicsWorld (Bullet Physics) RayCastVehicleFactory registred
18:20:19: [Info]{Physics} PhysicsManager (physicsManager) PhysicsManager initialized
18:20:19: [Debug]{Game} (Game::Game::printArgs): Game parameters: 
18:20:19: [Debug]{Game} (Game::Game::printArgs): PhysicsEnginePlugin: libbulletPhysicsPlugin.so
18:20:19: [Debug]{Game} (Game::Game::printArgs): PhysicsMaxSimulationSubSteps: 1
18:20:19: [Debug]{Game} (Game::Game::printArgs): PhysicsWorldGravity: 0 -9.81 0
18:20:19: [Debug]{Game} (Game::Game::printArgs): PhysicsWorldHalfExtents: 1000 1000 1000
18:20:19: [Debug]{Game} (Game::Game::printArgs): RenderSystemName: OpenGL Rendering Subsystem
18:20:19: [Debug]{Game} (Game::Game::printArgs): RenderSystemPath: ./RenderSystem_GL.so
18:20:19: [Debug]{Game} (Game::Game::printArgs): SceneManagerPath: ./Plugin_OctreeSceneManager.so
18:20:19: [Debug]{Game} (Game::Game::printArgs): config: ve.cfg
18:20:19: [Debug]{Script} (ScriptedGame): Default ScriptFactory is now "Lua"
18:20:19: Creating viewport on target 'renderWindow', rendering from camera 'PhysicsTestCamera', relative dimensions 4L: 0 T: 0 W: 1 H: 1 Z-order: 0
18:20:19: Viewport for camera 'PhysicsTestCamera', actual dimensions 4L: 0 T: 0 W: 800 H: 600
18:20:19: Initialising resource group General
18:20:19: Parsing scripts for resource group General
18:20:19: Finished parsing scripts for resource group General
18:20:19: Creating resources for group General
18:20:19: All done
18:20:19: Creating resource group PhysicsTest
18:20:19: Added resource location '/home/alexey/dev/src/ve/bin' of type 'FileSystem' to resource group 'PhysicsTest'
18:20:19: Added resource location '/home/alexey/dev/src/ve/bin/Sinbad.zip' of type 'Zip' to resource group 'PhysicsTest'
18:20:19: Added resource location '/home/alexey/dev/src/ve/bin/materials' of type 'FileSystem' to resource group 'PhysicsTest'
18:20:19: Added resource location '/home/alexey/dev/src/ve/bin/media' of type 'FileSystem' to resource group 'PhysicsTest'
18:20:19: Initialising resource group PhysicsTest
18:20:19: Parsing scripts for resource group PhysicsTest
18:20:19: Parsing script Material.material
18:20:19: Parsing script orange.material
18:20:19: Parsing script per_pixel_light.material
18:20:19: Parsing script Sinbad.material
18:20:19: Parsing script transparent.material
18:20:19: Parsing script Material.material
18:20:19: Parsing script normalMappingSinglePass.material
18:20:19: Compiler error: unknown error in normalMappingSinglePass.material(21): token "rtshader_system" is not recognized
18:20:19: Parsing script chassis.material
18:20:19: Parsing script pattern.material
18:20:19: Parsing script floor.material
18:20:19: Compiler error: unknown error in floor.material(20): token "tex_address_mode" is not recognized
18:20:19: Parsing script wheel.material
18:20:19: Parsing script NodeMAT.material
18:20:19: Finished parsing scripts for resource group PhysicsTest
18:20:19: Creating resources for group PhysicsTest
18:20:19: All done
18:20:19: WARNING: Mesh instance 'plane0 1 0 -0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: Texture: terr_rock6.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
18:20:19: WARNING: Mesh instance 'box2 3 7' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: [Debug]{Physics} (BulletBoxCollisionShapeFactoryCache::getShape): Shared BoxCollisionShape (halfBounds = 1 1.5 3.5) has been created.
18:20:19: Texture: MRAMOR6X6.jpg: Loading 1 faces(PF_R8G8B8,600x600x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,600x600x1.
18:20:19: WARNING: Mesh instance 'cylinder1 1 2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: [Debug]{Physics} (BulletCylinderCollisionShapeFactoryCache::getShape): Shared CylinderCollisionShape (halfBounds = 0.5 0.5 1) has been created.
18:20:19: WARNING: Mesh instance 'sphere0.5' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: [Debug]{Physics} (BulletSphereCollisionShapeFactoryCache::getShape): Shared SphereCollisionShape (radius = 0.5) has been created.
18:20:19: WARNING: Mesh instance 'box60 60 1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: [Debug]{Physics} (BulletBoxCollisionShapeFactoryCache::getShape): Shared BoxCollisionShape (halfBounds = 30 30 0.5) has been created.
18:20:19: WARNING: Mesh instance 'box30 1 30' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: [Debug]{Physics} (BulletBoxCollisionShapeFactoryCache::getShape): Shared BoxCollisionShape (halfBounds = 15 0.5 15) has been created.
18:20:19: WARNING: Mesh instance 'box20 2 20' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:19: [Debug]{Physics} (BulletBoxCollisionShapeFactoryCache::getShape): Shared BoxCollisionShape (halfBounds = 10 1 10) has been created.
18:20:19: Mesh: Loading Monkey.mesh.
18:20:19: Mesh: Loading m4.mesh.
18:20:20: WARNING: Mesh instance 'box1 1 1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:20: [Debug]{Physics} (BulletBoxCollisionShapeFactoryCache::getShape): Shared BoxCollisionShape (halfBounds = 0.5 0.5 0.5) has been created.
18:20:20: [Info]{UserInterface} UiManager (uiManager) UiManager detected registration of InputController (inputController)
18:20:20: [Debug]{UserInput} RenderView (renderWindow) InputController (inputController) has been registred and initialized!
18:20:20: Mesh: Loading chassis.mesh.
18:20:20: WARNING: chassis.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
18:20:20: Texture: CB_Skin.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
18:20:20: Mesh: Loading wheel.mesh.
18:20:20: WARNING: wheel.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
18:20:20: Texture: BugSPIN.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
18:20:20: Creating resource group v
18:20:20: Added resource location '/home/alexey/dev/src/ve/bin/materials' of type 'FileSystem' to resource group 'v'
18:20:20: Creating resource group UiTest
18:20:20: Added resource location '/home/alexey/dev/src/ve/bin' of type 'FileSystem' to resource group 'UiTest'
18:20:20: Initialising resource group UiTest
18:20:20: Parsing scripts for resource group UiTest
18:20:20: Parsing script Material.material
18:20:20: Parsing script orange.material
18:20:20: Parsing script per_pixel_light.material
18:20:20: Finished parsing scripts for resource group UiTest
18:20:20: Creating resources for group UiTest
18:20:20: All done
18:20:20: Texture: dejavu.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
18:20:21: Viewport for camera 'PhysicsTestCamera', actual dimensions 4L: 0 T: 0 W: 1920 H: 1012
18:20:23: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
18:20:23: WARNING: Texture instance 'Ogre/ShadowTexture0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
18:20:23: Creating viewport on target 'rtt/39621824/Ogre/ShadowTexture0', rendering from camera 'Ogre/ShadowTexture0Cam', relative dimensions 4L: 0 T: 0 W: 1 H: 1 Z-order: 0
18:20:23: Viewport for camera 'Ogre/ShadowTexture0Cam', actual dimensions 4L: 0 T: 0 W: 512 H: 512
18:21:16: [Info]{Renderer} RenderView (renderWindow) RenderViewListener ("closeListener") destroyed.
18:21:16: [Info]{UserInterface} UiManager (uiManager) UiManager detected removing of InputController (inputController)
18:21:16: [Info]{Renderer} RenderView (renderWindow) Controlled RenderWindow destroyed.
18:21:16: [Info]{Logger} (Game): is now halt
18:21:16: [Info]{Renderer} Renderer (renderer) RenderWindow backend "OGRE" unregistered
18:21:16: [Info]{Renderer} Renderer (renderer) Renderer destroyed
18:21:16: DefaultWorkQueue('Root') shutting down on thread main.
18:21:16: *-*-* OGRE Shutdown
18:21:16: Render Target 'rtt/39621824/Ogre/ShadowTexture0' Average FPS: 345.059 Best FPS: 404.192 Worst FPS: 322.355
18:21:16: Unregistering ResourceManager for type Compositor
18:21:16: Unregistering ResourceManager for type Skeleton
18:21:16: Unregistering ResourceManager for type Mesh
18:21:16: Unregistering ResourceManager for type HighLevelGpuProgram
18:21:16: Uninstalling plugin: BulletPhysics
18:21:16: Plugin successfully uninstalled
18:21:16: Unloading library /home/alexey/dev/src/ve/bin/libbulletPhysicsPlugin.so
18:21:16: Uninstalling plugin: Octree Scene Manager
18:21:16: Plugin successfully uninstalled
18:21:16: Unloading library ./Plugin_OctreeSceneManager.so
18:21:16: Uninstalling plugin: GL RenderSystem
18:21:16: Render Target 'renderWindow' Average FPS: 355.129 Best FPS: 680.32 Worst FPS: 322.355
18:21:16: Unregistering ResourceManager for type GpuProgram
18:21:16: ******************************
*** Stopping GLX Subsystem ***
******************************
18:21:16: Unregistering ResourceManager for type Texture
18:21:16: Plugin successfully uninstalled
18:21:16: Unloading library ./RenderSystem_GL.so
18:21:16: Unregistering ResourceManager for type Material
18:21:16: [Info]{Logger} Logger destroyed
Voltage Engine - boost your ogre project with realtime physics and interactive scripting!
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holocronweaver
Google Summer of Code Student
Google Summer of Code Student
Posts: 273
Joined: Mon Oct 29, 2012 8:52 pm
Location: Princeton, NJ
x 47

Re: [Help][Linux][GL] No texture shadows

Post by holocronweaver »

You still haven't said what is going 'wrong' with texture shadows. A screenshot would help.

However, I have no experience with texture shadows using the fixed function pipeline. Hopefully someone more knowledgeable in the old ways can help.
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dark_sylinc
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Posts: 5505
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
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Re: [Help][Linux][GL] No texture shadows

Post by dark_sylinc »

What holocronweaver said.

There are two kinds of Shadow Mapping in 1.9; one is depth shadow maps (the ones which end with "_INTEGRATED") and Fixed Function shadow mapping.

The former requires you to write custom shaders to take advantage of the shadow mapping. There are samples showing how to do this.
The latter is a rather old technique and has a lot of limitations (the one I recall: Casters can't be receivers)

So if you're using the integrated method (the best one), you'll need to write the shader (or wait until HLMS is ready for Ogre 2.0). If you're using the other texture shadow mapping type, make sure not all of your entities are casters.
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AlexeyKnyshev
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Posts: 213
Joined: Sat May 26, 2012 10:37 am
Location: Russia
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Re: [Help][Linux][GL] No texture shadows

Post by AlexeyKnyshev »

Oh, guys, Ty a lot. I've disabled casting shadows from ground plane and now I's working, but there are a lot artifacts, that don't appear while using stencil shadows.
Image
Image

There is way to solve it? Or is it fixed function pipleline limitations?
Voltage Engine - boost your ogre project with realtime physics and interactive scripting!
OgreBullet & CMake - easy to use bullet physics integration.