Open Shamanblood opened 13 years ago
Спасибо, we're on it. А приложи ещё, пожалуйста, BeeEngine.log
Эксперимент с использованием DirectX-рендерера показал, что всё внезапно работает правильно. Что-то не так то ли с OpenGL-ем, то ли со стандартными шейдерами. Х/з, надо медитировать над гуглем.
Лог прилагается.
23:49:13: Creating resource group General
23:49:13: Creating resource group Internal
23:49:13: Creating resource group Autodetect
23:49:13: SceneManagerFactory for type 'DefaultSceneManager' registered.
23:49:13: Registering ResourceManager for type Material
23:49:13: Registering ResourceManager for type Mesh
23:49:13: Registering ResourceManager for type Skeleton
23:49:13: MovableObjectFactory for type 'ParticleSystem' registered.
23:49:13: OverlayElementFactory for type Panel registered.
23:49:13: OverlayElementFactory for type BorderPanel registered.
23:49:13: OverlayElementFactory for type TextArea registered.
23:49:13: Registering ResourceManager for type Font
23:49:13: ArchiveFactory for archive type FileSystem registered.
23:49:13: ArchiveFactory for archive type Zip registered.
23:49:13: DDS codec registering
23:49:13: FreeImage version: 3.13.1
23:49:13: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
23:49:13: 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,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
23:49:13: Registering ResourceManager for type HighLevelGpuProgram
23:49:13: Registering ResourceManager for type Compositor
23:49:13: MovableObjectFactory for type 'Entity' registered.
23:49:13: MovableObjectFactory for type 'Light' registered.
23:49:13: MovableObjectFactory for type 'BillboardSet' registered.
23:49:13: MovableObjectFactory for type 'ManualObject' registered.
23:49:13: MovableObjectFactory for type 'BillboardChain' registered.
23:49:13: MovableObjectFactory for type 'RibbonTrail' registered.
23:49:13: *-*-* OGRE Initialising
23:49:13: *-*-* Version 1.7.2 (Cthugha)
23:49:13: Loading library .\RenderSystem_Direct3D9
23:49:13: Installing plugin: D3D9 RenderSystem
23:49:13: D3D9 : Direct3D9 Rendering Subsystem created.
23:49:13: D3D9: Driver Detection Starts
23:49:13: D3D9: Driver Detection Ends
23:49:13: Plugin successfully installed
23:49:13: Loading library .\Plugin_CgProgramManager
23:49:13: Installing plugin: Cg Program Manager
23:49:13: Plugin successfully installed
23:49:13: Added resource location 'C:\HiveGame\data' of type 'FileSystem' to resource group 'General' with recursive option
23:49:13: Added resource location 'C:\HiveGame\data\cubemaps.zip' of type 'Zip' to resource group 'General' with recursive option
23:49:13: Added resource location 'C:\HiveGame\data\materials' of type 'FileSystem' to resource group 'General' with recursive option
23:49:13: Added resource location 'C:\HiveGame\data\models' of type 'FileSystem' to resource group 'General' with recursive option
23:49:13: Added resource location 'C:\HiveGame\data\SdkTrays.zip' of type 'Zip' to resource group 'General' with recursive option
23:49:13: Added resource location 'C:\HiveGame\data\shaders' of type 'FileSystem' to resource group 'General' with recursive option
23:49:13: Added resource location 'C:\HiveGame\data\Sinbad.zip' of type 'Zip' to resource group 'General' with recursive option
23:49:13: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
23:49:13: D3D9 : RenderSystem Option: FSAA = 0
23:49:13: D3D9 : RenderSystem Option: Floating-point mode = Fastest
23:49:13: D3D9 : RenderSystem Option: Full Screen = No
23:49:13: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-Radeon X1600/X1650 Series
23:49:13: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
23:49:13: D3D9 : RenderSystem Option: VSync = No
23:49:13: D3D9 : RenderSystem Option: VSync Interval = 1
23:49:13: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
23:49:13: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
23:50:20: D3D9 : RenderSystem Option: Video Mode = 1920 x 1080 @ 32-bit colour
23:50:21: CPU Identifier & Features
23:50:21: -------------------------
23:50:21: * CPU ID: GenuineIntel: Intel(R) Core(TM)2 CPU 6300 @ 1.86GHz
23:50:21: * SSE: yes
23:50:21: * SSE2: yes
23:50:21: * SSE3: yes
23:50:21: * MMX: yes
23:50:21: * MMXEXT: yes
23:50:21: * 3DNOW: no
23:50:21: * 3DNOWEXT: no
23:50:21: * CMOV: yes
23:50:21: * TSC: yes
23:50:21: * FPU: yes
23:50:21: * PRO: yes
23:50:21: * HT: no
23:50:21: -------------------------
23:50:21: D3D9 : Subsystem Initialising
23:50:21: Registering ResourceManager for type Texture
23:50:21: Registering ResourceManager for type GpuProgram
23:50:21: D3D9RenderSystem::_createRenderWindow "BeeEngine Render Window", 1920x1080 windowed miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
23:50:21: D3D9 : Created D3D9 Rendering Window 'BeeEngine Render Window' : 1912x1046, 32bpp
23:50:21: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
23:50:21: RenderSystem capabilities
23:50:21: -------------------------
23:50:21: RenderSystem Name: Direct3D9 Rendering Subsystem
23:50:21: GPU Vendor: ati
23:50:21: Device Name: Monitor-1-Radeon X1600/X1650 Series
23:50:21: Driver Version: 6.14.10.6869
23:50:21: * Fixed function pipeline: yes
23:50:21: * Hardware generation of mipmaps: yes
23:50:21: * Texture blending: yes
23:50:21: * Anisotropic texture filtering: yes
23:50:21: * Dot product texture operation: yes
23:50:21: * Cube mapping: yes
23:50:21: * Hardware stencil buffer: yes
23:50:21: - Stencil depth: 8
23:50:21: - Two sided stencil support: yes
23:50:21: - Wrap stencil values: yes
23:50:21: * Hardware vertex / index buffers: yes
23:50:21: * Vertex programs: yes
23:50:21: * Number of floating-point constants for vertex programs: 256
23:50:21: * Number of integer constants for vertex programs: 16
23:50:21: * Number of boolean constants for vertex programs: 16
23:50:21: * Fragment programs: yes
23:50:21: * Number of floating-point constants for fragment programs: 224
23:50:21: * Number of integer constants for fragment programs: 16
23:50:21: * Number of boolean constants for fragment programs: 16
23:50:21: * Geometry programs: no
23:50:21: * Number of floating-point constants for geometry programs: 0
23:50:21: * Number of integer constants for geometry programs: 24832
23:50:21: * Number of boolean constants for geometry programs: 108
23:50:21: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
23:50:21: * Texture Compression: yes
23:50:21: - DXT: yes
23:50:21: - VTC: no
23:50:21: - PVRTC: no
23:50:21: * Scissor Rectangle: yes
23:50:21: * Hardware Occlusion Query: yes
23:50:21: * User clip planes: yes
23:50:21: * VET_UBYTE4 vertex element type: yes
23:50:21: * Infinite far plane projection: yes
23:50:21: * Hardware render-to-texture: yes
23:50:21: * Floating point textures: yes
23:50:21: * Non-power-of-two textures: yes (limited)
23:50:21: * Volume textures: yes
23:50:21: * Multiple Render Targets: 4
23:50:21: - With different bit depths: no
23:50:21: * Point Sprites: yes
23:50:21: * Extended point parameters: yes
23:50:21: * Max Point Size: 10
23:50:21: * Vertex texture fetch: no
23:50:21: * Number of world matrices: 0
23:50:21: * Number of texture units: 8
23:50:21: * Stencil buffer depth: 8
23:50:21: * Number of vertex blend matrices: 0
23:50:21: * Render to Vertex Buffer : no
23:50:21: * DirectX per stage constants: no
23:50:21: ***************************************
23:50:21: *** D3D9 : Subsystem Initialised OK ***
23:50:21: ***************************************
23:50:21: DefaultWorkQueue('Root') initialising on thread 000564C8.
23:50:21: Particle Renderer Type 'billboard' registered
23:50:21: *** Initializing OIS ***
23:50:21: DefaultWorkQueue('Root')::WorkerFunc - thread 000D4658 starting.
23:50:21: DefaultWorkQueue('Root')::WorkerFunc - thread 000D4688 starting.
23:50:21: Creating viewport on target 'BeeEngine Render Window', rendering from camera 'PlayerCam', relative dimensions 8192L: 0 T: 0 W: 1 H: 1 ZOrder: 0
23:50:21: Viewport for camera 'PlayerCam', actual dimensions 8192L: 0 T: 0 W: 1912 H: 1046
23:50:21: Parsing scripts for resource group Autodetect
23:50:21: Finished parsing scripts for resource group Autodetect
23:50:21: Parsing scripts for resource group General
23:50:21: Parsing script materials/common.program
23:50:21: Parsing script materials/StdQuad_vp.program
23:50:21: Parsing script common.program
23:50:21: Parsing script StdQuad_vp.program
23:50:21: Parsing script materials/Bloom.material
23:50:21: Parsing script materials/Bloom2.material
23:50:22: Parsing script materials/Ground.material
23:50:22: Parsing script materials/hdr.material
23:50:22: Parsing script materials/Ninja.material
23:50:22: Parsing script materials/Ocean.material
23:50:22: Parsing script materials/SkyBox.material
23:50:22: Parsing script models/bee_ogremax.material
23:50:22: Parsing script Bloom.material
23:50:22: Parsing script Bloom2.material
23:50:22: Parsing script Ground.material
23:50:22: Parsing script hdr.material
23:50:22: Parsing script Ninja.material
23:50:22: Parsing script Ocean.material
23:50:22: Parsing script SkyBox.material
23:50:22: Parsing script bee_ogremax.material
23:50:22: Parsing script SdkTrays.material
23:50:22: Parsing script Sinbad.material
23:50:22: Parsing script materials/Bloom.compositor
23:50:22: Parsing script materials/HDR.compositor
23:50:22: Parsing script Bloom.compositor
23:50:22: Parsing script HDR.compositor
23:50:22: Parsing script SdkTrays.fontdef
23:50:22: Parsing script SdkTrays.overlay
23:50:22: Bad element attribute line: '# you can offset the image to change the cursor "hotspot"' for element SdkTrays/Cursor in overlay
23:50:22: Texture: sdk_cursor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_tray.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
23:50:22: Texture: sdk_button_up.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
23:50:22: Texture: sdk_text_box.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_mini_tray.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_track.png: Loading 1 faces(PF_A8R8G8B8,16x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x32x1.
23:50:22: Texture: sdk_handle.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
23:50:22: Texture: sdk_mini_text_box.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_label.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_separator.png: Loading 1 faces(PF_A8R8G8B8,64x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x16x1.
23:50:22: Texture: sdk_logo.png: Loading 1 faces(PF_A8R8G8B8,128x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x64x1.
23:50:22: D3D9 : ***** Dimensions altered by the render system
23:50:22: D3D9 : ***** Source image dimensions : 64x48
23:50:22: D3D9 : ***** Texture dimensions : 64x64
23:50:22: Texture: sdk_shade.png: Loading 1 faces(PF_A8R8G8B8,64x48x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
23:50:22: Texture: sdk_frame.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_mini_text_box_over.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:50:22: Texture: sdk_pulse.png: Loading 1 faces(PF_R8G8B8,8x1x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,8x1x1.
23:50:22: Finished parsing scripts for resource group General
23:50:22: Parsing scripts for resource group Internal
23:50:22: Finished parsing scripts for resource group Internal
23:50:22: Mesh: Loading ninja.mesh.
23:50:22: Skeleton: Loading ninja.skeleton
23:50:22: Texture: nskingr.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Texture: rockwall.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
23:50:22: Texture: early_morning_fr.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Texture: early_morning_bk.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Texture: early_morning_lf.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Texture: early_morning_rt.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Texture: early_morning_up.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Texture: early_morning_dn.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:22: Material Ocean2_HLSL_GLSL Technique 1(GLSL) is not supported. Pass 0: Vertex program GLSL/Ocean2VS cannot be used - not supported.
23:50:22: D3D9 : Loading 2D Texture, image name : 'waves2.dds' with 5 mip map levels
23:50:23: Texture: morning.jpg: Loading 6 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from multiple Images. Internal format is PF_X8R8G8B8,512x512x1.
23:50:23: Creating viewport on target 'rtt/54678488/c0/rt_output/BeeEngine_Render_Window', rendering from camera 'PlayerCam', relative dimensions 8192L: 0 T: 0 W: 1 H: 1 ZOrder: 0
23:50:23: Viewport for camera 'PlayerCam', actual dimensions 8192L: 0 T: 0 W: 1912 H: 1046
23:50:23: Creating viewport on target 'rtt/54678752/c1/rt0/BeeEngine_Render_Window', rendering from camera 'PlayerCam', relative dimensions 8192L: 0 T: 0 W: 1 H: 1 ZOrder: 0
23:50:23: Viewport for camera 'PlayerCam', actual dimensions 8192L: 0 T: 0 W: 478 H: 261
23:50:23: Creating viewport on target 'rtt/54679016/c2/rt1/BeeEngine_Render_Window', rendering from camera 'PlayerCam', relative dimensions 8192L: 0 T: 0 W: 1 H: 1 ZOrder: 0
23:50:23: Viewport for camera 'PlayerCam', actual dimensions 8192L: 0 T: 0 W: 478 H: 261
23:50:23: Mesh: Loading Sinbad.mesh.
23:50:23: Skeleton: Loading Sinbad.skeleton
23:50:23: WARNING: Sinbad.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
23:50:23: Texture: sinbad_body.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:23: Texture: sinbad_clothes.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
23:50:23: Texture: sinbad_sword.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
23:50:23: WARNING: the mesh 'Sinbad.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
23:50:23: WARNING: Texture instance 'c0/rt_output/BeeEngine_Render_Window' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
23:50:23: WARNING: Texture instance 'c0/rt_output/BeeEngine_Render_Window' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
23:50:23: WARNING: Texture instance 'c1/rt0/BeeEngine_Render_Window' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
23:50:23: WARNING: Texture instance 'c1/rt0/BeeEngine_Render_Window' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
23:50:23: WARNING: Texture instance 'c2/rt1/BeeEngine_Render_Window' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
23:50:23: WARNING: Texture instance 'c2/rt1/BeeEngine_Render_Window' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
23:50:23: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
23:50:23: Font SdkTrays/Captionusing texture size 512x256
23:50:23: Info: Freetype returned null for character 160 in font SdkTrays/Caption
23:50:23: Texture: SdkTrays/CaptionTexture: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
23:50:23: Font SdkTrays/Valueusing texture size 512x512
23:50:23: Info: Freetype returned null for character 127 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 128 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 129 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 130 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 131 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 132 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 133 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 134 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 135 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 136 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 137 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 138 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 139 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 140 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 141 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 142 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 143 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 144 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 145 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 146 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 147 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 148 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 149 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 150 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 151 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 152 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 153 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 154 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 155 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 156 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 157 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 158 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 159 in font SdkTrays/Value
23:50:23: Info: Freetype returned null for character 160 in font SdkTrays/Value
23:50:23: Texture: SdkTrays/ValueTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
23:51:28: DefaultWorkQueue('Root') shutting down on thread 000564C8.
23:51:28: DefaultWorkQueue('Root')::WorkerFunc - thread 000D4688 stopped.
23:51:28: DefaultWorkQueue('Root')::WorkerFunc - thread 000D4658 stopped.
23:51:28: Render Target 'rtt/54678488/c0/rt_output/BeeEngine_Render_Window' Average FPS: 20.5258 Best FPS: 26.0366 Worst FPS: 14.9105
23:51:28: Render Target 'rtt/54678752/c1/rt0/BeeEngine_Render_Window' Average FPS: 41.0523 Best FPS: 51.9481 Worst FPS: 29.8211
23:51:28: Render Target 'rtt/54679016/c2/rt1/BeeEngine_Render_Window' Average FPS: 20.5153 Best FPS: 25.974 Worst FPS: 14.9105
23:51:28: *-*-* OGRE Shutdown
23:51:28: Viewport for camera 'NULL', actual dimensions 8192L: 0 T: 0 W: 1912 H: 1046
23:51:28: Unregistering ResourceManager for type Compositor
23:51:28: Unregistering ResourceManager for type Font
23:51:28: Unregistering ResourceManager for type Skeleton
23:51:28: Unregistering ResourceManager for type Mesh
23:51:28: Unregistering ResourceManager for type HighLevelGpuProgram
23:51:28: Uninstalling plugin: Cg Program Manager
23:51:28: Plugin successfully uninstalled
23:51:28: Unloading library .\Plugin_CgProgramManager
23:51:28: Uninstalling plugin: D3D9 RenderSystem
23:51:28: Render Target 'BeeEngine Render Window' Average FPS: 20.528 Best FPS: 26.0366 Worst FPS: 14.9105
23:51:28: D3D9 : Shutting down cleanly.
23:51:28: Unregistering ResourceManager for type Texture
23:51:28: Unregistering ResourceManager for type GpuProgram
23:51:28: D3D9 : Direct3D9 Rendering Subsystem destroyed.
23:51:28: Plugin successfully uninstalled
23:51:28: Unloading library .\RenderSystem_Direct3D9
23:51:28: Unregistering ResourceManager for type Material
При попытке вернуться к OpenGL: 1) дико тормозит 2) гораздо более темные тона, вообще света почти нету,разглядеть что-либо трудно. 3) начала дергаться камера, причем дергаться в планетарных маштабах, до полного исчезновения картинки. Не дергается только в разрешении 800х600 но 2 вышеописанных симптома остаются в полной мере.
Добавил в комплект поставки огровский Direct3D-рендерер (весить будет чуть больше). В будущем из-за этого мы можем SOSNOOLEY с шейдерами, ну да разберёмся, как напоремся. Кстати, есть у кого-нибудь на примете человек, умеющий в Cg?
И да, есть инфа (42.7%), что глюки из оп-поста имеют место быть из-за того, что огр мешает ARB-шейдеры с не-ARB-шейдерами. Я выпилил блёр, так что в последней версии шейдеры только на океане. Посему Shamanblood, лапа, скачай, пожалуйста, последнюю версию и проверь оба рендерера - OpenGL и DirectX.
Все работает ништяк. Еще, я бы попросил тебя выпилить следующую вещь: https://github.com/downloads/fake-human/HiveGame/screenshot03132011_051053807.jpg Когда ты смотришь на источник света,видимая сторона модели неоправданно сильно чернеет.Надо сделать затемнение от тени гораздо слабее. алсо, мил человек, как с этим бороться? https://github.com/downloads/fake-human/HiveGame/123.JPG
Все работает ништяк.
Погоди, оба работают или только Direct3D?
Когда ты смотришь на источник света,видимая сторона модели неоправданно сильно чернеет.
Да-да. Это из-за направленного света - я ему задаю слишком круто наклонённый вектор направления - (0, -10, -10). Нужно проконсультироваться с Мессершмиттом или Схором, как лучше сделать.
алсо, мил человек, как с этим бороться?
Да у тебя же опера вместо браузера! Каждый раз жать пкм и "сохранить как". Опера любит так поглючить, да.
По неизвестным обстоятельствам, при попытке запустить игру выходит эмулятор омска. Цифры ведут себя неадекватно и очень сильно дергаются, мышка и клавиатура не функционируют ( никаких движений нет, не говоря уже о появлении модели).Единственная разница, что если запустить приложение в разрешении экрана( у меня 1920\1080), то пропадают эффекты "дерганья картриджа в денди", но 2 силуэта остаются в любом случае. архив пикч https://github.com/downloads/fake-human/HiveGame/bin.rar
Алсо, надо не забыть съездить на оптовку, затариться пивом.