Interior Mapping
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- Gnoblar
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Hi Oogst,
nice new textures, they sure make it look more convincing for non-technical people.
But that's not the reason for my post. I have a suggestion (though not a solution) regarding the problem ppClarity brought up: not being able to look through a window into the building and then back out a window (which is on a backface) and see the scene behind. In the current technique you would see an "interior" wall, not the "real" back wall with windows.
(Simple suggestion, only slightly related: how about an alpha channel for the interior walls? Could be used for an open door in the interior rooms, looking into the 'next' room. Should be simple to add, but still doesn't let you look outside the back of the building.)
How about the following. Render the back faces of the building first: draw the color for the inside and have an alpha channel for the windows (just like for the outside). Always write to the z buffer. (Or write z to some auxiliary buffer, whatever ... implementation detail.) Next, render the front faces of the building with your interior mapping shader, but test the interior z against the z buffer: if it fails, don't do the interior.
This would solve ppClarity's problem I believe. But I'm not claiming that this is quite practical. I suppose it requires an extra pass and, at least as-is, it has strict draw order requirements. Perhaps this can be worked out in an ad hoc way for specific scenes, but a real solution would be nice of course.
Regards,
Thomas van Dijk
p.s. My current suggestion was inspired by our recent conversation about volumetric fog (with basically the same technique). You might be able to tie the two together nicely in your thesis.
nice new textures, they sure make it look more convincing for non-technical people.
But that's not the reason for my post. I have a suggestion (though not a solution) regarding the problem ppClarity brought up: not being able to look through a window into the building and then back out a window (which is on a backface) and see the scene behind. In the current technique you would see an "interior" wall, not the "real" back wall with windows.
(Simple suggestion, only slightly related: how about an alpha channel for the interior walls? Could be used for an open door in the interior rooms, looking into the 'next' room. Should be simple to add, but still doesn't let you look outside the back of the building.)
How about the following. Render the back faces of the building first: draw the color for the inside and have an alpha channel for the windows (just like for the outside). Always write to the z buffer. (Or write z to some auxiliary buffer, whatever ... implementation detail.) Next, render the front faces of the building with your interior mapping shader, but test the interior z against the z buffer: if it fails, don't do the interior.
This would solve ppClarity's problem I believe. But I'm not claiming that this is quite practical. I suppose it requires an extra pass and, at least as-is, it has strict draw order requirements. Perhaps this can be worked out in an ad hoc way for specific scenes, but a real solution would be nice of course.
Regards,
Thomas van Dijk
p.s. My current suggestion was inspired by our recent conversation about volumetric fog (with basically the same technique). You might be able to tie the two together nicely in your thesis.
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I think even smarter things can be done if the basic shape and dimensions of the building are known (which they are for cube buildings).
An interesting linked question is: how do I output depth from the pixel shader? I never came cross any syntax for it.
An interesting linked question is: how do I output depth from the pixel shader? I never came cross any syntax for it.
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- ahmedismaiel
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Oogst :to write a depth from the pixel shader you either can use the the alpha component to write your values to or you can you MRT to render to a secondary buffer
the shader output will be like
or you can use a separate pass to render the same object with a different Scheme which will have your shader that will write the depth value
Keep Up the good work man ,i really admire your results
the shader output will be like
Code: Select all
struct Output
{
float4 color:COLOR0;
float4 Depth:COLOR1;
}
Output PS(texcoord :TEXCOORD0)
{
...
}
Keep Up the good work man ,i really admire your results
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Ah, but that technique I already know. I already implemented depth of field that way a year or two ago. This does not really write to the real z-buffer, which I thought could not be done but recently heard it might. So the question was how to write to the real z-buffer. This could be used to allow things to enter the rooms. But I do not thing it can be done.
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- Kencho
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I know there's a Pass option to disable colour writes but keep the z-buffer updated. I don't know if this is what you want, but, at least at a renderable level, it's possibleOogst wrote:Ah, but that technique I already know. I already implemented depth of field that way a year or two ago. This does not really write to the real z-buffer, which I thought could not be done but recently heard it might. So the question was how to write to the real z-buffer. This could be used to allow things to enter the rooms. But I do not thing it can be done.
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I am already using that as well, as I am using early z cull. What I mean, is that I output some value that displaces the z-value and thus can actually change whether the pixel is rejected or not.
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@Oogst
only sample I know on the net using this is http://ati.amd.com/developer/samples/De ... osion.html
But I know paper who uses this as a way to "branch" in multi-pass shaders when result is already know before last pass.
how do I output depth from the pixel shader?
Code: Select all
struct PS_OUT
{
float4 Color: COLOR;
float Depth: DEPTH;
};
//
// Three different ways to output from a pixel shader:
//
PS_OUT PSFunc1() { ... }
void PSFunc2(out float4 Color : COLOR,
out float Depth : DEPTH)
{
...
}
void PSFunc3(out PS_OUT Out)
{
...
}
But I know paper who uses this as a way to "branch" in multi-pass shaders when result is already know before last pass.
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Ow, that is very interesting! I found it in the CG manual now:
Calculating the value will probably be a hassle, though: it requires a value from 0 to 1, so I suppose I need the near and far clipping plane distances to calculate the correct value. I will check the ATI paper to see more, though.
This is quite interesting, because I would expect a lot of exciting things could be done with this, especially in combination with a technique like parallax occlusion mapping. It surprises me I had never heard of it before! Thinkthink, maybe some interesting things can be done with these in my thesis, maybe even in Interior Mapping!DEPTH
Fragment depth value (in range [0,1])
float
Interpolated depth
Calculating the value will probably be a hassle, though: it requires a value from 0 to 1, so I suppose I need the near and far clipping plane distances to calculate the correct value. I will check the ATI paper to see more, though.
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This is done in Manuel M. Oliveira and Fabio Policarpos work on curved relief mapping from 2005: http://fabio.policarpo.nom.br/relief/index.htm
Cg shaders are included the demo, so you should be able to get some ideas from there. I agree it adds a lot to this type of effect.
edit:
Actually, they use it in earlier publications also. Maybe better to look in those because the shaders will be simpler (easier to cull out the info you want...).
Cg shaders are included the demo, so you should be able to get some ideas from there. I agree it adds a lot to this type of effect.
edit:
Actually, they use it in earlier publications also. Maybe better to look in those because the shaders will be simpler (easier to cull out the info you want...).
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I just got my notification that my paper has NOT been selected for Eurographics. That sucks, but hey, maybe I can get it into CGI 2008 in June in Istanbul. I got tons of useful comments from the five reviewers to improve the paper with. The main problem was the complete lack of proper knowledge of references. I have not read enough and they mention a ton of articles that I should have referenced in the paper. Well, I guess I have some reading to do now. The paper beaugard mentions is one of those that they mention as well. I totally agree with the reviewers for not selecting it, but I will try to make sure that the CGI reviewers will not be able to get around the improved version of the paper.
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Haha, I already finished that image I posted on GoT and thought I finally had time for gaming now. Exit gaming, though...MartinBean wrote:Too bad Oogst... de komende tijd dus wat minder got'en?
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After I did not get through to Eurographics, I rewrote large parts of my paper and am going to send it in for CGI 2008 tomorrow (Monday). Now I also changed some of my benchmarkign test, so I cannot use the results from October. It is very last minute, but I am hoping some people can still run my test today, especially on ATI cards, as I do not have any results for the new test with ATI cards so far. I can only incorporate testresults that I receive today or tonight.
For anyone who wants to run my benchmark: thank you very much! Here is the download:
http://ronimo.hku.nl/Joost/InteriorMapp ... chmark.zip
Just download it and follow the instructions in Explanation.txt. It takes about 12 minutes to run all the tests.
What has changed, is that the test against polygonised interiors is now much more fair, using a lot fewer polygons on the polygonised version, but one more pass. The other change is that I added a texture-atlas version of the shader, which randomly chooses the textures per room (only from four textures though, so it is not very spectacular). A screenshot from this new feature, including an inlay of the wireframe of the same object:
For anyone who wants to run my benchmark: thank you very much! Here is the download:
http://ronimo.hku.nl/Joost/InteriorMapp ... chmark.zip
Just download it and follow the instructions in Explanation.txt. It takes about 12 minutes to run all the tests.
What has changed, is that the test against polygonised interiors is now much more fair, using a lot fewer polygons on the polygonised version, but one more pass. The other change is that I added a texture-atlas version of the shader, which randomly chooses the textures per room (only from four textures though, so it is not very spectacular). A screenshot from this new feature, including an inlay of the wireframe of the same object:
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- gugus
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Hello.I ran the bench,here a my results:
Edit:Removed some unusefule stuff from specs.txt because my message was definitly to long!
Edit:Removed some unusefule stuff from specs.txt because my message was definitly to long!
Code: Select all
13:51:44:
BENCHMARK
System information:
Allow NVPerfHUD: No
Anti aliasing: None
Floating-point mode: Fastest
Full Screen: Yes
Rendering Device: NVIDIA GeForce 6100 nForce 430
VSync: No
Video Mode: 1024 x 768 @ 32-bit colour
Results:
polygonized versus Interior Mapped polygonized 1 225
polygonized versus Interior Mapped IM 1 200
polygonized versus Interior Mapped polygonized 4 167
polygonized versus Interior Mapped IM 4 129
polygonized versus Interior Mapped polygonized 9 138
polygonized versus Interior Mapped IM 9 102
polygonized versus Interior Mapped polygonized 16 114
polygonized versus Interior Mapped IM 16 83
polygonized versus Interior Mapped polygonized 25 98
polygonized versus Interior Mapped IM 25 71
polygonized versus Interior Mapped polygonized 36 88
polygonized versus Interior Mapped IM 36 63
polygonized versus Interior Mapped polygonized 49 81
polygonized versus Interior Mapped IM 49 58
polygonized versus Interior Mapped polygonized 64 75
polygonized versus Interior Mapped IM 64 54
polygonized versus Interior Mapped polygonized 81 70
polygonized versus Interior Mapped IM 81 50
polygonized versus Interior Mapped polygonized 100 67
polygonized versus Interior Mapped IM 100 48
polygonized versus Interior Mapped polygonized 121 64
polygonized versus Interior Mapped IM 121 46
polygonized versus Interior Mapped polygonized 144 61
polygonized versus Interior Mapped IM 144 44
polygonized versus Interior Mapped polygonized 169 58
polygonized versus Interior Mapped IM 169 42
polygonized versus Interior Mapped polygonized 196 56
polygonized versus Interior Mapped IM 196 40
polygonized versus Interior Mapped polygonized 225 55
polygonized versus Interior Mapped IM 225 39
polygonized versus Interior Mapped polygonized 256 53
polygonized versus Interior Mapped IM 256 38
polygonized versus Interior Mapped polygonized 289 51
polygonized versus Interior Mapped IM 289 37
polygonized versus Interior Mapped polygonized 324 50
polygonized versus Interior Mapped IM 324 36
polygonized versus Interior Mapped polygonized 361 48
polygonized versus Interior Mapped IM 361 35
polygonized versus Interior Mapped polygonized 400 47
polygonized versus Interior Mapped IM 400 34
polygonized versus Interior Mapped polygonized 441 47
polygonized versus Interior Mapped IM 441 34
polygonized versus Interior Mapped polygonized 484 45
polygonized versus Interior Mapped IM 484 34
polygonized versus Interior Mapped polygonized 529 44
polygonized versus Interior Mapped IM 529 33
polygonized versus Interior Mapped polygonized 576 43
polygonized versus Interior Mapped IM 576 32
polygonized versus Interior Mapped polygonized 625 42
polygonized versus Interior Mapped IM 625 31
Frequency of the interior walls (with textures) 10 1 232
Frequency of the interior walls (with textures) 20 1 231
Frequency of the interior walls (with textures) 30 1 231
Frequency of the interior walls (with textures) 40 1 231
Frequency of the interior walls (with textures) 50 1 231
Frequency of the interior walls (with textures) 60 1 231
Frequency of the interior walls (with textures) 70 1 231
Frequency of the interior walls (with textures) 80 1 231
Frequency of the interior walls (with textures) 90 1 231
Frequency of the interior walls (with textures) 100 1 231
Frequency of the interior walls (with textures) 110 1 231
Frequency of the interior walls (with textures) 120 1 231
Frequency of the interior walls (with textures) 130 1 231
Frequency of the interior walls (with textures) 140 1 231
Frequency of the interior walls (with textures) 150 1 231
Frequency of the interior walls (with textures) 160 1 231
Frequency of the interior walls (with textures) 170 1 231
Frequency of the interior walls (with textures) 180 1 231
Frequency of the interior walls (with textures) 190 1 231
Frequency of the interior walls (with textures) 200 1 231
Frequency of the interior walls (without textures) 10 1 292
Frequency of the interior walls (without textures) 20 1 292
Frequency of the interior walls (without textures) 30 1 292
Frequency of the interior walls (without textures) 40 1 292
Frequency of the interior walls (without textures) 50 1 292
Frequency of the interior walls (without textures) 60 1 292
Frequency of the interior walls (without textures) 70 1 292
Frequency of the interior walls (without textures) 80 1 292
Frequency of the interior walls (without textures) 90 1 292
Frequency of the interior walls (without textures) 100 1 292
Frequency of the interior walls (without textures) 110 1 292
Frequency of the interior walls (without textures) 120 1 292
Frequency of the interior walls (without textures) 130 1 292
Frequency of the interior walls (without textures) 140 1 292
Frequency of the interior walls (without textures) 150 1 292
Frequency of the interior walls (without textures) 160 1 292
Frequency of the interior walls (without textures) 170 1 292
Frequency of the interior walls (without textures) 180 1 292
Frequency of the interior walls (without textures) 190 1 292
Frequency of the interior walls (without textures) 200 1 292
Early z out Early z-out off 1 105
Early z out Early z-out on 1 94
Different materials IM_Ceiling 1 710
Different materials IM_CeilingFloor 1 563
Different materials Reflector 1 1298
Different materials IM_DiffuseCube 1 1098
Different materials IM_DiffuseCube_Ceiling 1 347
Different materials IM_DiffuseCube_CeilingFloor 1 300
Different materials IM_UntexturedRooms 1 293
Different materials IM_DiffuseCube_UntexturedRooms 1 250
Different materials IM_UniformTexturedRooms 1 208
Different materials IM_DiffuseCube_UniformTexturedRooms 1 186
Different materials IM_CeilingTexturedRooms 1 250
Different materials IM_DiffuseCube_CeilingTexturedRooms 1 212
Different materials IM_FullyTexturedRooms 1 258
Different materials IM_DiffuseCube_FullyTexturedRooms 1 224
Different materials IM_DiffuseCube_FullyTexturedRooms64 1 231
Different materials IM_DiffuseCube_FullyTexturedRooms16 1 231
Different materials IM_DiffuseCube_FullyTexturedRooms_EarlyZOut 1 204
Different materials IM_DiffuseCube_FullyTexturedRooms_OtherTextures 1 196
Different materials IM_VariationTexturedRooms 1 150
Different materials IM_DiffuseCube_VariationTexturedRooms 1 137
Different materials IM_FullyTexturedRooms_LightVariation 1 212
Different materials IM_DiffuseCube_FullyTexturedRooms_LightVariation 1 188
Different materials IM_FullyTexturedRooms_AlphaPlane 1 180
Different materials IM_DiffuseCube_FullyTexturedRooms_AlphaPlane 1 158
Different materials IM_FullyTexturedRooms_AlphaPlane_LightVariation 1 140
Different materials IM_DiffuseCube_FullyTexturedRooms_AlphaPlane_LightVariation 1 131
Different materials IM_DiffuseCube_FullyTexturedRooms_AlphaPlane_LightVariation_OtherTextures 1 130
Different materials IM_FullyTexturedRooms_DisplacedWalls 1 155
Different materials IM_DiffuseCube_FullyTexturedRooms_DisplacedWalls 1 130
Finished benchmarking!
Code: Select all
13:38:51: Creating resource group General
13:38:51: Creating resource group Internal
13:38:51: Creating resource group Autodetect
13:38:51: SceneManagerFactory for type 'DefaultSceneManager' registered.
13:38:51: Registering ResourceManager for type Material
13:38:51: Registering ResourceManager for type Mesh
13:38:51: Registering ResourceManager for type Skeleton
13:38:51: MovableObjectFactory for type 'ParticleSystem' registered.
13:38:51: OverlayElementFactory for type Panel registered.
13:38:51: OverlayElementFactory for type BorderPanel registered.
13:38:51: OverlayElementFactory for type TextArea registered.
13:38:51: Registering ResourceManager for type Font
13:38:51: ArchiveFactory for archive type FileSystem registered.
13:38:51: ArchiveFactory for archive type Zip registered.
13:38:51: FreeImage version: 3.9.2
13:38:51: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
13:38:51: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
13:38:51: DDS codec registering
13:38:51: Registering ResourceManager for type HighLevelGpuProgram
13:38:51: Registering ResourceManager for type Compositor
13:38:51: MovableObjectFactory for type 'Entity' registered.
13:38:51: MovableObjectFactory for type 'Light' registered.
13:38:51: MovableObjectFactory for type 'BillboardSet' registered.
13:38:51: MovableObjectFactory for type 'ManualObject' registered.
13:38:51: MovableObjectFactory for type 'BillboardChain' registered.
13:38:51: MovableObjectFactory for type 'RibbonTrail' registered.
13:38:51: Loading library .\RenderSystem_Direct3D9
13:38:51: Installing plugin: D3D9 RenderSystem
13:38:51: D3D9 : Direct3D9 Rendering Subsystem created.
13:38:51: D3D9: Driver Detection Starts
13:38:51: D3D9: Driver Detection Ends
13:38:51: Plugin successfully installed
13:38:51: Loading library .\RenderSystem_GL
13:38:51: Installing plugin: GL RenderSystem
13:38:51: OpenGL Rendering Subsystem created.
13:38:52: Plugin successfully installed
13:38:52: Loading library .\Plugin_CgProgramManager
13:38:52: Installing plugin: Cg Program Manager
13:38:52: Plugin successfully installed
13:38:52: *-*-* OGRE Initialising
13:38:52: *-*-* Version 1.4.4 (Eihort)
13:38:52: Creating resource group Bootstrap
13:38:52: Added resource location 'Media/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
13:38:52: Added resource location 'Media' of type 'FileSystem' to resource group 'General'
13:38:52: OGRE EXCEPTION(6:FileNotFoundException): 'ogre.cfg' file not found! in ConfigFile::load at \Projects\OgreCVS\Branches\Eihort_vc71\ogrenew\OgreMain\src\OgreConfigFile.cpp (line 84)
13:39:00: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
13:39:23: CPU Identifier & Features
13:39:23: -------------------------
13:39:23: * CPU ID: AuthenticAMD: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+
13:39:23: * SSE: yes
13:39:23: * SSE2: yes
13:39:23: * SSE3: yes
13:39:23: * MMX: yes
13:39:23: * MMXEXT: yes
13:39:23: * 3DNOW: yes
13:39:23: * 3DNOWEXT: yes
13:39:23: * CMOV: yes
13:39:23: * TSC: yes
13:39:23: * FPU: yes
13:39:23: * PRO: yes
13:39:23: * HT: no
13:39:23: -------------------------
13:39:23: D3D9 : Subsystem Initialising
13:39:23: D3D9RenderSystem::createRenderWindow "Interior Mapping Demo", 1024x768 fullscreen miscParams: FSAA=0 FSAAQuality=0 colourDepth=32 useNVPerfHUD=false vsync=false
13:39:23: D3D9 : Created D3D9 Rendering Window 'Interior Mapping Demo' : 1024x768, 32bpp
13:39:23: Registering ResourceManager for type Texture
13:39:23: Registering ResourceManager for type GpuProgram
13:39:23: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
13:39:23: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
13:39:23: D3D9: Vertex texture format supported - PF_FLOAT32_R
13:39:23: RenderSystem capabilities
13:39:23: -------------------------
13:39:23: * Hardware generation of mipmaps: yes
13:39:23: * Texture blending: yes
13:39:23: * Anisotropic texture filtering: yes
13:39:23: * Dot product texture operation: yes
13:39:23: * Cube mapping: yes
13:39:23: * Hardware stencil buffer: yes
13:39:23: - Stencil depth: 8
13:39:23: - Two sided stencil support: yes
13:39:23: - Wrap stencil values: yes
13:39:23: * Hardware vertex / index buffers: yes
13:39:23: * Vertex programs: yes
13:39:23: - Max vertex program version: vs_3_0
13:39:23: * Fragment programs: yes
13:39:23: - Max fragment program version: ps_3_0
13:39:23: * Texture Compression: yes
13:39:23: - DXT: yes
13:39:23: - VTC: no
13:39:23: * Scissor Rectangle: yes
13:39:23: * Hardware Occlusion Query: yes
13:39:23: * User clip planes: yes
13:39:23: * VET_UBYTE4 vertex element type: yes
13:39:23: * Infinite far plane projection: yes
13:39:23: * Hardware render-to-texture: yes
13:39:23: * Floating point textures: yes
13:39:23: * Non-power-of-two textures: yes
13:39:23: * Volume textures: yes
13:39:23: * Multiple Render Targets: 4
13:39:23: * Point Sprites: yes
13:39:23: * Extended point parameters: yes
13:39:23: * Max Point Size: 8192
13:39:23: * Vertex texture fetch: yes
13:39:23: - Max vertex textures: 4
13:39:23: - Vertex textures shared: no
13:39:23: ***************************************
13:39:23: *** D3D9 : Subsystem Initialised OK ***
13:39:23: ***************************************
13:39:23: ResourceBackgroundQueue - threading disabled
13:39:23: Particle Renderer Type 'billboard' registered
13:39:23: Creating viewport on target 'Interior Mapping Demo', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
13:39:23: Parsing scripts for resource group Autodetect
13:39:23: Finished parsing scripts for resource group Autodetect
13:39:23: Parsing scripts for resource group Bootstrap
13:39:23: Parsing script OgreCore.material
13:39:23: Parsing script OgreProfiler.material
13:39:23: Parsing script Ogre.fontdef
13:39:23: Parsing script OgreDebugPanel.overlay
13:39:23: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:39:23: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:39:23: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
13:39:23: Font BlueHighwayusing texture size 512x512
13:39:23: Info: Freetype returned null for character 127 in font BlueHighway
13:39:23: Info: Freetype returned null for character 128 in font BlueHighway
13:39:23: Info: Freetype returned null for character 129 in font BlueHighway
13:39:23: Info: Freetype returned null for character 130 in font BlueHighway
13:39:23: Info: Freetype returned null for character 131 in font BlueHighway
13:39:23: Info: Freetype returned null for character 132 in font BlueHighway
13:39:23: Info: Freetype returned null for character 133 in font BlueHighway
13:39:23: Info: Freetype returned null for character 134 in font BlueHighway
13:39:23: Info: Freetype returned null for character 135 in font BlueHighway
13:39:23: Info: Freetype returned null for character 136 in font BlueHighway
13:39:23: Info: Freetype returned null for character 137 in font BlueHighway
13:39:23: Info: Freetype returned null for character 138 in font BlueHighway
13:39:23: Info: Freetype returned null for character 139 in font BlueHighway
13:39:23: Info: Freetype returned null for character 140 in font BlueHighway
13:39:23: Info: Freetype returned null for character 141 in font BlueHighway
13:39:23: Info: Freetype returned null for character 142 in font BlueHighway
13:39:23: Info: Freetype returned null for character 143 in font BlueHighway
13:39:23: Info: Freetype returned null for character 144 in font BlueHighway
13:39:23: Info: Freetype returned null for character 145 in font BlueHighway
13:39:23: Info: Freetype returned null for character 146 in font BlueHighway
13:39:23: Info: Freetype returned null for character 147 in font BlueHighway
13:39:23: Info: Freetype returned null for character 148 in font BlueHighway
13:39:23: Info: Freetype returned null for character 149 in font BlueHighway
13:39:23: Info: Freetype returned null for character 150 in font BlueHighway
13:39:23: Info: Freetype returned null for character 151 in font BlueHighway
13:39:23: Info: Freetype returned null for character 152 in font BlueHighway
13:39:23: Info: Freetype returned null for character 153 in font BlueHighway
13:39:23: Info: Freetype returned null for character 154 in font BlueHighway
13:39:23: Info: Freetype returned null for character 155 in font BlueHighway
13:39:23: Info: Freetype returned null for character 156 in font BlueHighway
13:39:23: Info: Freetype returned null for character 157 in font BlueHighway
13:39:23: Info: Freetype returned null for character 158 in font BlueHighway
13:39:23: Info: Freetype returned null for character 159 in font BlueHighway
13:39:23: Info: Freetype returned null for character 160 in font BlueHighway
13:39:23: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
13:39:23: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:39:23: Parsing script OgreLoadingPanel.overlay
13:39:23: Finished parsing scripts for resource group Bootstrap
13:39:23: Parsing scripts for resource group General
13:39:23: Parsing script BoxHigh.material
13:39:24: Parsing script empty.material
13:39:24: Parsing script InteriorMapping.material
13:39:25: Parsing script PolygonedBuilding.material
13:39:25: Parsing script HUD.overlay
13:39:25: Finished parsing scripts for resource group General
13:39:25: Parsing scripts for resource group Internal
13:39:25: Finished parsing scripts for resource group Internal
13:39:25: Mesh: Loading Box.mesh.
13:39:25: WARNING: Box.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:39:25: Texture: Ceiling256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:39:25: Texture: Floor256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:39:25: Texture: Noise.tga: Loading 1 faces(PF_R8G8B8,64x1x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x1x1.
13:39:25: Texture: OfficeWallAtlas.tga: Loading 1 faces(PF_R8G8B8,512x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x256x1.
13:39:25: Texture: Windows.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:39:25: Texture: WindowsCubeMap_Dark.tga: Loading 6 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from multiple Images. Internal format is PF_X8R8G8B8,128x128x1.
13:39:35: Mesh: Loading PolygonedBuilding.mesh.
13:39:35: Texture: Stones256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:39:35: Texture: BricksWithWindows.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:39:41: Mesh: Loading BoxHigh.mesh.
13:44:37: Texture: Ceiling16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:44:37: Texture: Floor16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:44:37: Texture: Stones16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:44:37: Texture: StonesLight16.tga: Loading 1 faces(PF_R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
13:48:38: Mesh: Loading ManyBuildings.mesh.
13:48:38: WARNING: ManyBuildings.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:48:38: Texture: StonesLight256.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:49:02: Texture: WindowsCubeMap.tga: Loading 6 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from multiple Images. Internal format is PF_X8R8G8B8,128x128x1.
13:50:14: Texture: Ceiling64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:14: Texture: Floor64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:14: Texture: Stones64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:14: Texture: StonesLight64.tga: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
13:50:32: Texture: ExteriorOldFlat.tga: Loading 1 faces(PF_A8R8G8B8,512x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x1024x1.
13:51:02: Texture: FurniturePlane.tga: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:52:46: *-*-* OGRE Shutdown
13:52:46: Unregistering ResourceManager for type Compositor
13:52:46: Unregistering ResourceManager for type Font
13:52:46: Unregistering ResourceManager for type Skeleton
13:52:46: Unregistering ResourceManager for type Mesh
13:52:46: Unregistering ResourceManager for type HighLevelGpuProgram
13:52:46: Uninstalling plugin: Cg Program Manager
13:52:46: Plugin successfully uninstalled
13:52:46: Unloading library .\Plugin_CgProgramManager
13:52:46: Uninstalling plugin: GL RenderSystem
13:52:46: *** Stopping Win32GL Subsystem ***
13:52:46: Plugin successfully uninstalled
13:52:46: Unloading library .\RenderSystem_GL
13:52:46: Uninstalling plugin: D3D9 RenderSystem
13:52:47: Render Target 'Interior Mapping Demo' Average FPS: 396.846 Best FPS: 896.104 Worst FPS: 6.08167
13:52:47: D3D9 : Shutting down cleanly.
13:52:47: Unregistering ResourceManager for type Texture
13:52:47: Unregistering ResourceManager for type GpuProgram
13:52:47: D3D9 : Direct3D9 Rendering Subsystem destroyed.
13:52:47: Plugin successfully uninstalled
13:52:47: Unloading library .\RenderSystem_Direct3D9
13:52:47: Unregistering ResourceManager for type Material
Code: Select all
------------------
System Information
------------------
Time of this report: 1/27/2008, 13:38:16
Machine name: SWEET-E1C3EB00A
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp.050301-1521)
Language: French (Regional Setting: French)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: BIOS Date: 07/10/07 20:21:33 Ver: 08.00.12
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+, MMX, 3DNow (2 CPUs), ~2.2GHz
Memory: 896MB RAM
Page File: 241MB used, 1927MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.2180 32bit Unicode
------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found.
Sound Tab 1: The file RtkHDAud.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer.
Music Tab: No problems found.
Input Tab: No problems found.
Network Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: NVIDIA GeForce 6100 nForce 430
Manufacturer: NVIDIA
Chip type: GeForce 6100 nForce 430
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_03D0&SUBSYS_82341043&REV_A2
Display Memory: 512.0 MB
Current Mode: 1024 x 768 (32 bit) (60Hz)
Monitor: Écran Plug-and-Play
Monitor Max Res: 1600,1200
Driver Name: nv4_disp.dll
Driver Version: 6.14.0010.9147 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 9/1/2006 19:54:47, 4496128 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 9/1/2006 19:54:47, 3958496 bytes
Device Identifier: {D7B71E3E-4090-11CF-4850-3EA203C2CB35}
Vendor ID: 0x10DE
Device ID: 0x03D0
SubSys ID: 0x82341043
Revision ID: 0x00A2
Revision ID: 0x00A2
Video Accel:
Deinterlace Caps: {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run
-------------
Sound Devices
-------------
Description: Realtek HD Audio output
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0662&SUBSYS_10438290&REV_1001
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RtkHDAud.sys
Driver Version: 5.10.0000.5286 (English)
Driver Attributes: Final Retail
WHQL Logo'd: No
Date and Size: 8/15/2006 13:41:16, 4368896 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Full
Cap Flags: 0xF5F
Min/Max Sample Rate: 8000, 192000
Static/Strm HW Mix Bufs: 33, 32
Static/Strm HW 3D Bufs: 33, 32
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: Yes, Yes
I3DL2(tm) Listen/Src: Yes, Yes
Sensaura(tm) ZoomFX(tm): No
Registry: OK
Sound Test Result: Not run
---------------------
Sound Capture Devices
---------------------
Description: Realtek HD Audio Input
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: RtkHDAud.sys
Driver Version: 5.10.0000.5286 (English)
Driver Attributes: Final Retail
Date and Size: 8/15/2006 13:41:16, 4368896 bytes
Cap Flags: 0x41
Format Flags: 0xFFF
-----------
DirectMusic
-----------
DLS Path: C:\WINDOWS\SYSTEM32\drivers\GM.DLS
DLS Version: 1.00.0016.0002
Acceleration: n/a
Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
Mappeur MIDI Microsoft [Émulé], Hardware (Not Kernel Mode), Output, No DLS, Internal
SynthÚ. SW table de sons GS Mic [Émulé], Hardware (Not Kernel Mode), Output, No DLS, Internal
Registry: OK
Test Result: Not run
-------------------
DirectInput Devices
-------------------
Device Name: Souris
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a
Device Name: Clavier
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a
Poll w/ Interrupt: No
Registry: OK
DirectPlay Voice Wizard Tests: Full Duplex: Not run, Half Duplex: Not run, Mic: Not run
DirectPlay Test Result: Not run
Registry: OK
-------------------
DirectPlay Adapters
-------------------
DirectPlay8 Serial Service Provider: COM1
DirectPlay8 TCP/IP Service Provider: Connexion réseau sans fil - IPv4 -
-----------------------
DirectPlay Voice Codecs
-----------------------
Voxware VR12 1,4 Kbit/s
Voxware SC06 6,4 Kbit/s
Voxware SC03 3,2 Kbit/s
MS-PCM 64 kbit/s
MS-ADPCM 32.8 kbit/s
Microsoft GSM 6.10 13 kbit/s
TrueSpeech(TM) 8.6 kbit/s
------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 3.6 GB
Total Space: 9.7 GB
File System: NTFS
Model: Maxtor 91020D6
--------------
System Devices
--------------
Name: Contrôleur de RAM standard PCI
Device ID: PCI\VEN_10DE&DEV_03F5&SUBSYS_82341043&REV_A2\3&267A616A&0&0A
Driver: n/a
Name: Contrôleur de RAM standard PCI
Device ID: PCI\VEN_10DE&DEV_03EA&SUBSYS_82341043&REV_A1\3&267A616A&0&00
Driver: n/a
Name: NVIDIA GeForce 6100 nForce 430
Device ID: PCI\VEN_10DE&DEV_03D0&SUBSYS_82341043&REV_A2\3&267A616A&0&68
Driver: C:\WINDOWS\system32\DRIVERS\nv4_mini.sys, 6.14.0010.9147 (English), 9/1/2006 19:54:47, 3958496 bytes
Driver: C:\WINDOWS\system32\nv4_disp.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:47, 4496128 bytes
Driver: C:\WINDOWS\system32\nvsvc32.exe, 6.14.0010.9147 (English), 9/1/2006 19:54:51, 155715 bytes
Driver: C:\WINDOWS\system32\nvhwvid.dll, 6.14.0010.9147 (), 9/1/2006 19:54:50, 581632 bytes
Driver: C:\WINDOWS\system32\nvapi.dll, 6.14.0010.9147 (), 9/1/2006 19:54:47, 196608 bytes
Driver: C:\WINDOWS\system32\nvoglnt.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 5636096 bytes
Driver: C:\WINDOWS\system32\nvcpl.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:48, 7630848 bytes
Driver: C:\WINDOWS\system32\nvmctray.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 86016 bytes
Driver: C:\WINDOWS\system32\nvwddi.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:51, 81920 bytes
Driver: C:\WINDOWS\system32\nvnt4cpl.dll, 6.14.0010.11048 (English), 9/1/2006 19:54:50, 286720 bytes
Driver: C:\WINDOWS\system32\nvmccs.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 229376 bytes
Driver: C:\WINDOWS\system32\nvdisps.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:49, 5611520 bytes
Driver: C:\WINDOWS\system32\nvdispsr.dll, 6.14.0010.9147 (French), 9/1/2006 19:54:49, 5251072 bytes
Driver: C:\WINDOWS\system32\nvgames.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 3039232 bytes
Driver: C:\WINDOWS\system32\nvgamesr.dll, 6.14.0010.9147 (French), 9/1/2006 19:54:50, 2928640 bytes
Driver: C:\WINDOWS\system32\nvmccss.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 188416 bytes
Driver: C:\WINDOWS\system32\nvmccssr.dll, 6.14.0010.9147 (French), 9/1/2006 19:54:50, 458752 bytes
Driver: C:\WINDOWS\system32\nvmobls.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:50, 888832 bytes
Driver: C:\WINDOWS\system32\nvmoblsr.dll, 6.14.0010.9147 (French), 9/1/2006 19:54:50, 2859008 bytes
Driver: C:\WINDOWS\system32\nvvitvs.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:51, 2904064 bytes
Driver: C:\WINDOWS\system32\nvvitvsr.dll, 6.14.0010.9147 (French), 9/1/2006 19:54:51, 2953216 bytes
Driver: C:\WINDOWS\system32\nvwss.dll, 6.14.0010.9147 (English), 9/1/2006 19:54:51, 1236992 bytes
Driver: C:\WINDOWS\system32\nvwssr.dll, 6.14.0010.9147 (French), 9/1/2006 19:54:52, 1732608 bytes
Driver: C:\WINDOWS\help\nvcpl.hlp, , 0 bytes
Driver: C:\WINDOWS\help\nvwcplen.hlp, , 0 bytes
Driver: C:\WINDOWS\system32\nvcod.dll, 1.00.0000.0035 (English), 9/1/2006 19:54:47, 35840 bytes
Driver: C:\WINDOWS\system32\nvcodins.dll, 1.00.0000.0035 (English), 9/1/2006 19:54:47, 35840 bytes
-
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@gugus, Olaf, Josh, Holger, Damien, Mike and Nikolaj:
Wow, that was some really fast reacting and running the test! Thank you very much for that! Now hopefully I will get into CGI 2008 and be able to finally have the entire paper published!
@gugus:
I did not intend the results to be pasted in the forum directly, I thought more of links to files, but that does not matter: they are just as useful to me this way, so thank you very much!
Wow, that was some really fast reacting and running the test! Thank you very much for that! Now hopefully I will get into CGI 2008 and be able to finally have the entire paper published!
@gugus:
I did not intend the results to be pasted in the forum directly, I thought more of links to files, but that does not matter: they are just as useful to me this way, so thank you very much!
My dev blog
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Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- OGRE Expert User
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What I totally forgot to mention here, is that my paper has been selected for CGI 2008 in June in Istanbul, Turkey. Woei! I wonder how reactions to it there will be, and how such a conference will be anyway. I have only been to the GDC so far and I guess a real scientific conference will be, well, different (i.e. more boring ).
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
- PolyVox
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- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
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A while ago some people asked for the paper on Interior Mapping. Well, it is _finally_ online, so you can get it now, if you want:
http://interiormapping.oogst3d.net/
http://interiormapping.oogst3d.net/
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album