Game Engine Forum - Grit Open Source Streaming Game Engine
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 Post subject: Grit Vs Torque?
PostPosted: Thu Apr 04, 2013 9:17 am 
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Joined: Wed Mar 20, 2013 2:36 pm
Posts: 5
Location: Stockholm Sweden
Hi guys!
First I want to say I’m impressed by your little project!

I’m doing a school project where the aim is to produce a flight simulator for parachutes. I’m a skydiver myself and the goal is that students can use the simulator for practice in and to learn how to fly their parachute. My intention is that the simulator will look similar to the flight simulators used for aircraft. A first person view camera with a flight model that reacts like a parachute and that takes input from the keyboard.

I’ve been thinking of using Grit and been playing around a bit. Grit is the only game engine that I found that explicitly is made for open world maps. I’ve also looked at Torque engine. I wanted to hear from you guys what you think would be the pros and cons using Grit Vs Torque? I’m a bit anxious that I would get stuck in Grit because of the lack of documentation. I have actually never worked with a game engine before.

One more thing, I tried to export a simple map from Blender with the export script and I got this error message:

Quote:
Error
Traceback (most recent call last):

File "C:\Users\ESCC\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\grit_blender\__init__.py", line 1049, in execute
err = export_objects(scene, objs)

File "C:\Users\ESCC\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\grit_blender\__init__.py", line 938, in export_objects
export_gcol_internal(scene, obj, obj.grit_gcol_static, obj.grit_gcol_mass, obj.grit_gcol_linear_damping, obj.grit_gcol_angular_damping, obj.grit_gcol_linear_sleep_thresh, obj.grit_gcol_angular_sleep_thresh, obj.name, errors)

File "C:\Users\ESCC\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\grit_blender\__init__.py", line 835, in export_gcol_internal
(vertexes, faces) = get_vertexes_faces(scene, mesh, True, "/common/Stone", obj.scale)

File "C:\Users\ESCC\AppData\Roaming\Blender Foundation\Blender\2.66\scripts\addons\grit_blender\__init__.py", line 174, in get_vertexes_faces
for fi, f in enumerate(mesh.faces):

AttributeErros: 'Mesh' object has no attribute 'faces'
location: <unknown location>:-1


Anyone got a clue? I googled the last bit and found out that mesh.faces change name to mesh.tessfaces in later versions of Blender. But the rest of the error messages leave me clueless.

Best regards :)


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 Post subject: Re: Grit Vs Torque?
PostPosted: Thu Apr 04, 2013 7:13 pm 
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Joined: Sat Mar 27, 2010 1:13 pm
Posts: 422
Are you using blender 2.66? It looks from the error messages that you are, but I have recently updated the scripts for this version. Are you using the latest version of Grit? Make sure to use the svn checkout option if you need to stay up-to-date because otherwise you'll have to download the full zip for every minor change.

Documentation is lacking in Grit (because I haven't written it yet). On the other hand, we have a growing community that can help you with the basics and you can always ask me about anything to do with the engine. I keep a close eye on the forums and IRC.

Torque is old I believe. You should be able to create a simulation that looks a lot better and is more modern using Grit. You will need a modern graphics card for good performance though. We currently only support ATI on windows.

What is the timeline for your project?


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 Post subject: Re: Grit Vs Torque?
PostPosted: Thu Apr 04, 2013 9:22 pm 
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Posts: 352
Not to be a stickler for details, but I just want to clarify in case it gets read one way and not the other - Nvidia cards can run on windows and Linux, ATI only works on WIndows (it's ATI's fault we can't realistically support Linux ATI yet)


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 Post subject: Re: Grit Vs Torque?
PostPosted: Fri Apr 05, 2013 5:12 pm 
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Posts: 422
Actually it's Ogre's fault but ATI are a pain in the arse no doubt about it :)


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 Post subject: Re: Grit Vs Torque?
PostPosted: Mon Apr 08, 2013 7:04 am 
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Joined: Wed Mar 20, 2013 2:36 pm
Posts: 5
Location: Stockholm Sweden
Hi again and thanks for the response!

You seem really dedicated and I feel more enthusiastic to work with Grit. It’s my master thesis so I have about 17 weeks to put into the project. Hopefully it will continue after I’m done with my studies, since I’m doing it in cooperation with my skydiving club.

Could you give some examples of why Grit would be better? I’m kind of struggling with easy-to-use and not needing a very powerful computer to run it (considering end users ) Vs good performance.

Yes I use Blender 2.66. But I did also try with Blender 2.62 which is recommended in the Wiki pages, but I got the same error message. (Except the last line) I do use the SVN version and the script for Blender were updated 25/1, is this correct? If it is I am using the latest version. I’m not a Blender expert can it be that I do some mistake while editing in Blender? I tried to follow the tutorial quite thoroughly.

Well I’m happy to say that I run Win7 on an Intel Core i7- 2.2 GHz with a GeForce GT 525M ;) . Grit seems to be running fine even though I get some warnings at startup and sometime during runtime:

Quote:
[2013/04/08 08:53:14.454] Creating resource group General

[2013/04/08 08:53:14.458] Creating resource group Internal

[2013/04/08 08:53:14.458] Creating resource group Autodetect

[2013/04/08 08:53:14.458] SceneManagerFactory for type 'DefaultSceneManager' registered.

[2013/04/08 08:53:14.458] Registering ResourceManager for type Material

[2013/04/08 08:53:14.459] Registering ResourceManager for type Mesh

[2013/04/08 08:53:14.459] Registering ResourceManager for type Skeleton

[2013/04/08 08:53:14.459] MovableObjectFactory for type 'ParticleSystem' registered.

[2013/04/08 08:53:14.459] OverlayElementFactory for type Panel registered.

[2013/04/08 08:53:14.460] OverlayElementFactory for type BorderPanel registered.

[2013/04/08 08:53:14.461] OverlayElementFactory for type TextArea registered.

[2013/04/08 08:53:14.461] Registering ResourceManager for type Font

[2013/04/08 08:53:14.461] ArchiveFactory for archive type FileSystem registered.

[2013/04/08 08:53:14.461] ArchiveFactory for archive type Zip registered.

[2013/04/08 08:53:14.461] ArchiveFactory for archive type EmbeddedZip registered.

[2013/04/08 08:53:14.461] DDS codec registering

[2013/04/08 08:53:14.462] FreeImage version: 3.13.1

[2013/04/08 08:53:14.462] This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details

[2013/04/08 08:53:14.471] 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

[2013/04/08 08:53:14.471] PVRTC codec registering

[2013/04/08 08:53:14.471] ETC1 codec registering

[2013/04/08 08:53:14.471] Registering ResourceManager for type HighLevelGpuProgram

[2013/04/08 08:53:14.471] Registering ResourceManager for type Compositor

[2013/04/08 08:53:14.472] MovableObjectFactory for type 'Entity' registered.

[2013/04/08 08:53:14.472] MovableObjectFactory for type 'Light' registered.

[2013/04/08 08:53:14.472] MovableObjectFactory for type 'BillboardSet' registered.

[2013/04/08 08:53:14.472] MovableObjectFactory for type 'ManualObject' registered.

[2013/04/08 08:53:14.472] MovableObjectFactory for type 'BillboardChain' registered.

[2013/04/08 08:53:14.473] MovableObjectFactory for type 'RibbonTrail' registered.

[2013/04/08 08:53:14.473] *-*-* OGRE Initialising

[2013/04/08 08:53:14.473] *-*-* Version 1.9.0unstable (Ghadamon)

[2013/04/08 08:53:14.473] Installing plugin: Octree Scene Manager

[2013/04/08 08:53:14.479] Plugin successfully installed

[2013/04/08 08:53:14.479] Installing plugin: Cg Program Manager

[2013/04/08 08:53:14.479] Plugin successfully installed

[2013/04/08 08:53:14.480] D3D9 : Direct3D9 Rendering Subsystem created.

[2013/04/08 08:53:15.014] D3D9: Driver Detection Starts

[2013/04/08 08:53:15.039] D3D9: Driver Detection Ends

[2013/04/08 08:53:15.040] D3D9 : RenderSystem Option: Allow NVPerfHUD = Yes

[2013/04/08 08:53:15.043] D3D9 : RenderSystem Option: Floating-point mode = Consistent

[2013/04/08 08:53:15.044] D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour

[2013/04/08 08:53:15.046] D3D9 : RenderSystem Option: sRGB Gamma Conversion = No

[2013/04/08 08:53:15.048] D3D9 : RenderSystem Option: Full Screen = No

[2013/04/08 08:53:15.056] D3D9 : RenderSystem Option: VSync = Yes

[2013/04/08 08:53:15.057] Rendersystem options:

[2013/04/08 08:53:15.058] Allow NVPerfHUD (mutable) { Yes, No }

[2013/04/08 08:53:15.059] FSAA (mutable) { 0, 2, 4, 8, 8 [Quality] }

[2013/04/08 08:53:15.059] Floating-point mode (mutable) { Fastest, Consistent }

[2013/04/08 08:53:15.060] Full Screen (mutable) { Yes, No }

[2013/04/08 08:53:15.060] Multi device memory hint (mutable) { Use minimum system memory, Auto hardware buffers management }

[2013/04/08 08:53:15.060] Rendering Device (mutable) { Monitor-1-NVIDIA GeForce GT 525M }

[2013/04/08 08:53:15.061] Resource Creation Policy (mutable) { Create on all devices, Create on active device }

[2013/04/08 08:53:15.061] Use Multihead (mutable) { Auto, Yes, No }

[2013/04/08 08:53:15.061] VSync (mutable) { Yes, No }

[2013/04/08 08:53:15.068] VSync Interval (mutable) { 1, 2, 3, 4 }

[2013/04/08 08:53:15.069] Video Mode (mutable) { 640 x 400 @ 16-bit colour, 640 x 480 @ 16-bit colour, 800 x 600 @ 16-bit colour, 1024 x 768 @ 16-bit colour, 1280 x 600 @ 16-bit colour, 1280 x 720 @ 16-bit colour, 1280 x 768 @ 16-bit colour, 1360 x 768 @ 16-bit colour, 1366 x 768 @ 16-bit colour, 640 x 400 @ 32-bit colour, 640 x 480 @ 32-bit colour, 800 x 600 @ 32-bit colour, 1024 x 768 @ 32-bit colour, 1280 x 600 @ 32-bit colour, 1280 x 720 @ 32-bit colour, 1280 x 768 @ 32-bit colour, 1360 x 768 @ 32-bit colour, 1366 x 768 @ 32-bit colour }

[2013/04/08 08:53:15.069] sRGB Gamma Conversion (mutable) { Yes, No }

[2013/04/08 08:53:15.070] CPU Identifier & Features

[2013/04/08 08:53:15.070] -------------------------

[2013/04/08 08:53:15.070] * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz

[2013/04/08 08:53:15.070] * SSE: yes

[2013/04/08 08:53:15.071] * SSE2: yes

[2013/04/08 08:53:15.071] * SSE3: yes

[2013/04/08 08:53:15.071] * MMX: yes

[2013/04/08 08:53:15.072] * MMXEXT: yes

[2013/04/08 08:53:15.072] * 3DNOW: no

[2013/04/08 08:53:15.072] * 3DNOWEXT: no

[2013/04/08 08:53:15.073] * CMOV: yes

[2013/04/08 08:53:15.073] * TSC: yes

[2013/04/08 08:53:15.073] * FPU: yes

[2013/04/08 08:53:15.074] * PRO: yes

[2013/04/08 08:53:15.074] * HT: no

[2013/04/08 08:53:15.074] -------------------------

[2013/04/08 08:53:15.080] D3D9 : Subsystem Initialising

[2013/04/08 08:53:15.080] Registering ResourceManager for type Texture

[2013/04/08 08:53:15.080] Registering ResourceManager for type GpuProgram

[2013/04/08 08:53:15.080] D3D9RenderSystem::_createRenderWindow "Grit Game Window", 800x600 windowed miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=true vsync=true vsyncInterval=1

[2013/04/08 08:53:15.081] D3D9 : Created D3D9 Rendering Window 'Grit Game Window' : 800x600, 32bpp

[2013/04/08 08:53:15.254] D3D9: Vertex texture format supported - PF_A8R8G8B8

[2013/04/08 08:53:15.259] D3D9: Vertex texture format supported - PF_B8G8R8A8

[2013/04/08 08:53:15.259] D3D9: Vertex texture format supported - PF_FLOAT16_RGB

[2013/04/08 08:53:15.259] D3D9: Vertex texture format supported - PF_FLOAT16_RGBA

[2013/04/08 08:53:15.259] D3D9: Vertex texture format supported - PF_FLOAT32_RGB

[2013/04/08 08:53:15.260] D3D9: Vertex texture format supported - PF_FLOAT32_RGBA

[2013/04/08 08:53:15.260] D3D9: Vertex texture format supported - PF_R8G8B8A8

[2013/04/08 08:53:15.260] D3D9: Vertex texture format supported - PF_DEPTH

[2013/04/08 08:53:15.260] D3D9: Vertex texture format supported - PF_FLOAT16_R

[2013/04/08 08:53:15.260] D3D9: Vertex texture format supported - PF_FLOAT32_R

[2013/04/08 08:53:15.260] D3D9: Vertex texture format supported - PF_FLOAT16_GR

[2013/04/08 08:53:15.261] D3D9: Vertex texture format supported - PF_FLOAT32_GR

[2013/04/08 08:53:15.261] D3D9: Vertex texture format supported - PF_PVRTC_RGB2

[2013/04/08 08:53:15.261] D3D9: Vertex texture format supported - PF_PVRTC_RGBA2

[2013/04/08 08:53:15.261] D3D9: Vertex texture format supported - PF_PVRTC_RGB4

[2013/04/08 08:53:15.262] D3D9: Vertex texture format supported - PF_PVRTC_RGBA4

[2013/04/08 08:53:15.262] D3D9: Vertex texture format supported - PF_R8

[2013/04/08 08:53:15.262] D3D9: Vertex texture format supported - PF_RG8

[2013/04/08 08:53:15.265] D3D9: Vertex texture format supported - PF_ETC1_RGB8

[2013/04/08 08:53:15.265] RenderSystem capabilities

[2013/04/08 08:53:15.265] -------------------------

[2013/04/08 08:53:15.265] RenderSystem Name: Direct3D9 Rendering Subsystem

[2013/04/08 08:53:15.266] GPU Vendor: nvidia

[2013/04/08 08:53:15.266] Device Name: Monitor-1-NVIDIA GeForce GT 525M

[2013/04/08 08:53:15.266] Driver Version: 9.18.13.1090

[2013/04/08 08:53:15.266] * Fixed function pipeline: yes

[2013/04/08 08:53:15.266] * Hardware generation of mipmaps: yes

[2013/04/08 08:53:15.268] * Texture blending: yes

[2013/04/08 08:53:15.268] * Anisotropic texture filtering: yes

[2013/04/08 08:53:15.269] * Dot product texture operation: yes

[2013/04/08 08:53:15.269] * Cube mapping: yes

[2013/04/08 08:53:15.269] * Hardware stencil buffer: yes

[2013/04/08 08:53:15.270] - Stencil depth: 8

[2013/04/08 08:53:15.270] - Two sided stencil support: yes

[2013/04/08 08:53:15.270] - Wrap stencil values: yes

[2013/04/08 08:53:15.270] * Hardware vertex / index buffers: yes

[2013/04/08 08:53:15.270] * Vertex programs: yes

[2013/04/08 08:53:15.270] * Number of floating-point constants for vertex programs: 256

[2013/04/08 08:53:15.271] * Number of integer constants for vertex programs: 16

[2013/04/08 08:53:15.271] * Number of boolean constants for vertex programs: 16

[2013/04/08 08:53:15.271] * Fragment programs: yes

[2013/04/08 08:53:15.271] * Number of floating-point constants for fragment programs: 224

[2013/04/08 08:53:15.274] * Number of integer constants for fragment programs: 16

[2013/04/08 08:53:15.275] * Number of boolean constants for fragment programs: 16

[2013/04/08 08:53:15.275] * Geometry programs: no

[2013/04/08 08:53:15.275] * Number of floating-point constants for geometry programs: 0

[2013/04/08 08:53:15.275] * Number of integer constants for geometry programs: 0

[2013/04/08 08:53:15.275] * Number of boolean constants for geometry programs: 0

[2013/04/08 08:53:15.275] * 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

[2013/04/08 08:53:15.276] * Texture Compression: yes

[2013/04/08 08:53:15.276] - DXT: yes

[2013/04/08 08:53:15.276] - VTC: no

[2013/04/08 08:53:15.276] - PVRTC: no

[2013/04/08 08:53:15.276] * Scissor Rectangle: yes

[2013/04/08 08:53:15.276] * Hardware Occlusion Query: yes

[2013/04/08 08:53:15.277] * User clip planes: yes

[2013/04/08 08:53:15.277] * VET_UBYTE4 vertex element type: yes

[2013/04/08 08:53:15.277] * Infinite far plane projection: yes

[2013/04/08 08:53:15.277] * Hardware render-to-texture: yes

[2013/04/08 08:53:15.277] * Floating point textures: yes

[2013/04/08 08:53:15.277] * Non-power-of-two textures: yes

[2013/04/08 08:53:15.278] * Volume textures: yes

[2013/04/08 08:53:15.278] * Multiple Render Targets: 4

[2013/04/08 08:53:15.278] - With different bit depths: yes

[2013/04/08 08:53:15.278] * Point Sprites: yes

[2013/04/08 08:53:15.278] * Extended point parameters: yes

[2013/04/08 08:53:15.278] * Max Point Size: 8192

[2013/04/08 08:53:15.282] * Vertex texture fetch: yes

[2013/04/08 08:53:15.282] * Number of world matrices: 0

[2013/04/08 08:53:15.282] * Number of texture units: 8

[2013/04/08 08:53:15.282] * Stencil buffer depth: 8

[2013/04/08 08:53:15.282] * Number of vertex blend matrices: 0

[2013/04/08 08:53:15.282] - Max vertex textures: 4

[2013/04/08 08:53:15.283] - Vertex textures shared: no

[2013/04/08 08:53:15.283] * Render to Vertex Buffer : no

[2013/04/08 08:53:15.283] * DirectX per stage constants: yes

[2013/04/08 08:53:15.283] ***************************************

[2013/04/08 08:53:15.283] *** D3D9 : Subsystem Initialised OK ***

[2013/04/08 08:53:15.284] ***************************************

[2013/04/08 08:53:15.284] DefaultWorkQueue('Root') initialising on thread b08.

[2013/04/08 08:53:15.284] DefaultWorkQueue('Root')::WorkerFunc - thread 1870 starting.

[2013/04/08 08:53:15.284] DefaultWorkQueue('Root')::WorkerFunc - thread f08 starting.

[2013/04/08 08:53:15.284] DefaultWorkQueue('Root')::WorkerFunc - thread 6dc starting.

[2013/04/08 08:53:15.288] DefaultWorkQueue('Root')::WorkerFunc - thread 13d8 starting.

[2013/04/08 08:53:15.289] DefaultWorkQueue('Root')::WorkerFunc - thread 11e8 starting.

[2013/04/08 08:53:15.290] DefaultWorkQueue('Root')::WorkerFunc - thread 146c starting.

[2013/04/08 08:53:15.290] Particle Renderer Type 'billboard' registered

[2013/04/08 08:53:15.290] DefaultWorkQueue('Root')::WorkerFunc - thread 234 starting.

[2013/04/08 08:53:15.293] DefaultWorkQueue('Root')::WorkerFunc - thread 18e8 starting.

[2013/04/08 08:53:15.294] SceneManagerFactory for type 'OctreeSceneManager' registered.

[2013/04/08 08:53:15.294] OverlayElementFactory for type TextList registered.

[2013/04/08 08:53:15.294] MovableObjectFactory for type 'MovableClutter' registered.

[2013/04/08 08:53:15.294] MovableObjectFactory for type 'RangedClutter' registered.

[2013/04/08 08:53:15.294] Creating resource group GRIT

[2013/04/08 08:53:15.294] Added resource location '.' of type 'FileSystem' to resource group 'GRIT'

[2013/04/08 08:53:15.295] Parsing scripts for resource group Autodetect

[2013/04/08 08:53:15.295] Finished parsing scripts for resource group Autodetect

[2013/04/08 08:53:15.295] Creating resources for group Autodetect

[2013/04/08 08:53:15.295] All done

[2013/04/08 08:53:15.295] Parsing scripts for resource group GRIT

[2013/04/08 08:53:15.295] Finished parsing scripts for resource group GRIT

[2013/04/08 08:53:15.296] Creating resources for group GRIT

[2013/04/08 08:53:15.296] All done

[2013/04/08 08:53:15.296] Parsing scripts for resource group General

[2013/04/08 08:53:15.296] Finished parsing scripts for resource group General

[2013/04/08 08:53:15.296] Creating resources for group General

[2013/04/08 08:53:15.297] All done

[2013/04/08 08:53:15.297] Parsing scripts for resource group Internal

[2013/04/08 08:53:15.297] Finished parsing scripts for resource group Internal

[2013/04/08 08:53:15.301] Creating resources for group Internal

[2013/04/08 08:53:15.301] All done

[2013/04/08 08:53:15.368] Initialising script...

[2013/04/08 08:53:15.410] loading abbrev.lua

[2013/04/08 08:53:15.429] loading hud.lua

[2013/04/08 08:53:15.659] Initialising misc.fixed font

[2013/04/08 08:53:15.751] Added font misc.fixed

[2013/04/08 08:53:15.751] Starting game engine...

[2013/04/08 08:53:15.751] Loading ui.lua

[2013/04/08 08:53:15.771] Loading gfx.lua

[2013/04/08 08:53:15.943] Loading physics.lua

[2013/04/08 08:53:15.943] Loading physical_materials.lua

[2013/04/08 08:53:15.955] Loading procedural_objects.lua

[2013/04/08 08:53:15.956] Loading procedural_batches.lua

[2013/04/08 08:53:15.966] Loading console_prompt.lua

[2013/04/08 08:53:15.977] Loading console.lua

[2013/04/08 08:53:16.049] Loading player_ctrl.lua

[2013/04/08 08:53:16.072] Loading capturer.lua

[2013/04/08 08:53:16.072] Loading user configuration

[2013/04/08 08:53:16.171] Reading user_cfg.lua

[2013/04/08 08:53:16.182] Compiling shader: deferred_ambient_sun_v deferred_ambient_sun_f 1

[2013/04/08 08:53:16.265] Compiling shader: deferred_lights_v deferred_lights_f 2

[2013/04/08 08:53:16.306] Compiling shader: compositor_v

[2013/04/08 08:53:16.306] Compiling shader: tonemap

[2013/04/08 08:53:16.307] Compiling shader: bloom_filter_then_horz_blur

[2013/04/08 08:53:16.307] Compiling shader: bloom_vert_blur

[2013/04/08 08:53:16.307] Compiling shader: bloom_horz_blur

[2013/04/08 08:53:16.307] Compiling shader: bloom_vert_blur_combine_and_tonemap

[2013/04/08 08:53:16.308] Compiling shader: bloom_filter_then_horz_blur

[2013/04/08 08:53:16.308] Compiling shader: bloom_vert_blur

[2013/04/08 08:53:16.308] Compiling shader: bloom_horz_blur

[2013/04/08 08:53:16.308] Compiling shader: bloom_vert_blur_combine_and_tonemap

[2013/04/08 08:53:16.308] Compiling shader: deferred_ambient_sun_v deferred_ambient_sun_f 1

[2013/04/08 08:53:16.309] Compiling shader: deferred_lights_v deferred_lights_f 2

[2013/04/08 08:53:16.309] Compiling shader: compositor_v

[2013/04/08 08:53:16.309] Compiling shader: tonemap

[2013/04/08 08:53:16.309] Compiling shader: bloom_filter_then_horz_blur

[2013/04/08 08:53:16.309] Compiling shader: bloom_vert_blur

[2013/04/08 08:53:16.310] Compiling shader: bloom_horz_blur

[2013/04/08 08:53:16.310] Compiling shader: bloom_vert_blur_combine_and_tonemap

[2013/04/08 08:53:16.310] Compiling shader: bloom_filter_then_horz_blur

[2013/04/08 08:53:16.310] Compiling shader: bloom_vert_blur

[2013/04/08 08:53:16.311] Compiling shader: bloom_horz_blur

[2013/04/08 08:53:16.314] Compiling shader: bloom_vert_blur_combine_and_tonemap

[2013/04/08 08:53:16.315] Compiling shader: cast_f:d_o_0_0_w cast_v:d_o_0_0_w

[2013/04/08 08:53:16.330] Compiling shader: cast_f:d_o_0_0_W cast_v:d_o_0_0_W

[2013/04/08 08:53:16.353] Compiling shader: cast_f:d_o_1_0_w cast_v:d_o_1_0_w

[2013/04/08 08:53:16.373] Compiling shader: cast_f:d_o_1_0_W cast_v:d_o_1_0_W

[2013/04/08 08:53:16.395] Compiling shader: cast_f:d_o_2_0_w cast_v:d_o_2_0_w

[2013/04/08 08:53:16.415] Compiling shader: cast_f:d_o_2_0_W cast_v:d_o_2_0_W

[2013/04/08 08:53:16.438] Compiling shader: cast_f:d_o_3_0_w cast_v:d_o_3_0_w

[2013/04/08 08:53:16.458] Compiling shader: cast_f:d_o_3_0_W cast_v:d_o_3_0_W

[2013/04/08 08:53:16.481] Compiling shader: cast_f:d_o_4_0_w cast_v:d_o_4_0_w

[2013/04/08 08:53:16.503] Compiling shader: cast_f:d_o_4_0_W cast_v:d_o_4_0_W

[2013/04/08 08:53:16.525] Compiling shader: cast_f:d_O_0_0_w cast_v:d_O_0_0_w

[2013/04/08 08:53:16.545] Compiling shader: cast_f:d_O_0_0_W cast_v:d_O_0_0_W

[2013/04/08 08:53:16.564] Compiling shader: cast_f:d_O_1_0_w cast_v:d_O_1_0_w

[2013/04/08 08:53:16.585] Compiling shader: cast_f:d_O_1_0_W cast_v:d_O_1_0_W

[2013/04/08 08:53:16.608] Compiling shader: cast_f:d_O_2_0_w cast_v:d_O_2_0_w

[2013/04/08 08:53:16.631] Compiling shader: cast_f:d_O_2_0_W cast_v:d_O_2_0_W

[2013/04/08 08:53:16.655] Compiling shader: cast_f:d_O_3_0_w cast_v:d_O_3_0_w

[2013/04/08 08:53:16.678] Compiling shader: cast_f:d_O_3_0_W cast_v:d_O_3_0_W

[2013/04/08 08:53:16.702] Compiling shader: cast_f:d_O_4_0_w cast_v:d_O_4_0_w

[2013/04/08 08:53:16.726] Compiling shader: cast_f:d_O_4_0_W cast_v:d_O_4_0_W

[2013/04/08 08:53:16.752] Compiling shader: cast_f:D_o_0_0_w cast_v:D_o_0_0_w

[2013/04/08 08:53:16.769] Compiling shader: cast_f:D_o_0_0_W cast_v:D_o_0_0_W

[2013/04/08 08:53:16.788] Compiling shader: cast_f:D_o_1_0_w cast_v:D_o_1_0_w

[2013/04/08 08:53:16.808] Compiling shader: cast_f:D_o_1_0_W cast_v:D_o_1_0_W

[2013/04/08 08:53:16.829] Compiling shader: cast_f:D_o_2_0_w cast_v:D_o_2_0_w

[2013/04/08 08:53:16.850] Compiling shader: cast_f:D_o_2_0_W cast_v:D_o_2_0_W

[2013/04/08 08:53:16.873] Compiling shader: cast_f:D_o_3_0_w cast_v:D_o_3_0_w

[2013/04/08 08:53:16.894] Compiling shader: cast_f:D_o_3_0_W cast_v:D_o_3_0_W

[2013/04/08 08:53:16.917] Compiling shader: cast_f:D_o_4_0_w cast_v:D_o_4_0_w

[2013/04/08 08:53:16.939] Compiling shader: cast_f:D_o_4_0_W cast_v:D_o_4_0_W

[2013/04/08 08:53:16.963] Compiling shader: cast_f:D_O_0_0_w cast_v:D_O_0_0_w

[2013/04/08 08:53:16.980] Compiling shader: cast_f:D_O_0_0_W cast_v:D_O_0_0_W

[2013/04/08 08:53:16.999] Compiling shader: cast_f:D_O_1_0_w cast_v:D_O_1_0_w

[2013/04/08 08:53:17.020] Compiling shader: cast_f:D_O_1_0_W cast_v:D_O_1_0_W

[2013/04/08 08:53:17.043] Compiling shader: cast_f:D_O_2_0_w cast_v:D_O_2_0_w

[2013/04/08 08:53:17.066] Compiling shader: cast_f:D_O_2_0_W cast_v:D_O_2_0_W

[2013/04/08 08:53:17.090] Compiling shader: cast_f:D_O_3_0_w cast_v:D_O_3_0_w

[2013/04/08 08:53:17.114] Compiling shader: cast_f:D_O_3_0_W cast_v:D_O_3_0_W

[2013/04/08 08:53:17.139] Compiling shader: cast_f:D_O_4_0_w cast_v:D_O_4_0_w

[2013/04/08 08:53:17.163] Compiling shader: cast_f:D_O_4_0_W cast_v:D_O_4_0_W

[2013/04/08 08:53:17.189] Compiling shader: particle_v:a_e particle_f:a_e

[2013/04/08 08:53:17.189] Compiling shader: particle_v:a_E particle_f:a_E

[2013/04/08 08:53:17.189] Compiling shader: particle_v:A_e particle_f:A_e

[2013/04/08 08:53:17.189] Compiling shader: particle_v:A_E particle_f:A_E

[2013/04/08 08:53:17.190] Rebuilt 0 shaders in 8e-006 seconds.

[2013/04/08 08:53:17.190] Compiling shader: recv_v:d_p_n_g_t_c_1_o_T_0_0_g_w_R_m_F recv_f:d_p_n_g_t_c_1_o_T_0_0_g_w_R_m_F 0

[2013/04/08 08:53:17.228] Compiling shader: recv_v:d_p_n_g_t_c_1_o_T_0_0_g_W_R_m_F recv_f:d_p_n_g_t_c_1_o_T_0_0_g_W_R_m_F 0

[2013/04/08 08:53:17.289] Loading env.lua

[2013/04/08 08:53:17.289] Loading sky.lua

[2013/04/08 08:53:17.343] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.343] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.343]

[2013/04/08 08:53:17.344] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.344] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.344]

[2013/04/08 08:53:17.349] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.349] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.349]

[2013/04/08 08:53:17.349] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.350] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.350]

[2013/04/08 08:53:17.374] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.375] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.375]

[2013/04/08 08:53:17.375] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.375] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:17.375]

[2013/04/08 08:53:18.146] Loading audio.lua

[2013/04/08 08:53:18.173] Loading simplemenu.lua

[2013/04/08 08:53:18.174] Reading user_menu.lua: success

[2013/04/08 08:53:18.187] Reading user_menu_keybinds.lua

[2013/04/08 08:53:18.213] Loading common assets

[2013/04/08 08:53:18.318] parentResized vector2(800, 600)

[2013/04/08 08:53:18.780] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_0_0_g_w_R_m_F recv_f:D_p_n_g_t_c_1_o_T_0_0_g_w_R_m_F 0

[2013/04/08 08:53:18.781] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:18.781] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:18.782]

[2013/04/08 08:53:18.782] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:18.782] system/uber.cgh(161) : warning C7019: "in_WPOS" is too large for semantic "WPOS", which is size 2

[2013/04/08 08:53:18.783]

[2013/04/08 08:53:18.847] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_0_0_g_W_R_m_F recv_f:D_p_n_g_t_c_1_o_T_0_0_g_W_R_m_F 0

[2013/04/08 08:53:18.889] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_0_g_w_R_m_F recv_f:D_p_N_g_t_c_1_o_T_0_0_g_w_R_m_F 0

[2013/04/08 08:53:18.933] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_0_g_W_R_m_F recv_f:D_p_N_g_t_c_1_o_T_0_0_g_W_R_m_F 0

[2013/04/08 08:53:18.980] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_3_g_w_R_m_F recv_f:D_p_N_g_t_c_1_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:19.023] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_3_g_W_R_m_F recv_f:D_p_N_g_t_c_1_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:19.070] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_0_3_g_w_R_m_F recv_f:D_p_n_g_t_c_1_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:19.110] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_0_3_g_W_R_m_F recv_f:D_p_n_g_t_c_1_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:19.169] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_4_0_g_w_R_m_F recv_f:D_p_n_g_t_c_1_o_T_4_0_g_w_R_m_F 0

[2013/04/08 08:53:19.214] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_4_0_g_W_R_m_F recv_f:D_p_n_g_t_c_1_o_T_4_0_g_W_R_m_F 0

[2013/04/08 08:53:19.262] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_3_0_g_w_R_m_F recv_f:D_p_n_g_t_c_1_o_T_3_0_g_w_R_m_F 0

[2013/04/08 08:53:19.306] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_3_0_g_W_R_m_F recv_f:D_p_n_g_t_c_1_o_T_3_0_g_W_R_m_F 0

[2013/04/08 08:53:19.353] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_1_0_g_w_R_m_F recv_f:D_p_n_g_t_c_1_o_T_1_0_g_w_R_m_F 0

[2013/04/08 08:53:19.396] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_1_0_g_W_R_m_F recv_f:D_p_n_g_t_c_1_o_T_1_0_g_W_R_m_F 0

[2013/04/08 08:53:19.471] Compiling shader: emissive_v:M_o_0_w emissive_f:M_o_0_w

[2013/04/08 08:53:19.517] Compiling shader: emissive_v:M_o_0_W emissive_f:M_o_0_W

[2013/04/08 08:53:19.563] Compiling shader: recv_v:D_p_N_g_t_6_1_o_T_0_0_g_w_R_m_F recv_f:D_p_N_g_t_6_1_o_T_0_0_g_w_R_m_F 0

[2013/04/08 08:53:19.608] Compiling shader: recv_v:D_p_N_g_t_6_1_o_T_0_0_g_W_R_m_F recv_f:D_p_N_g_t_6_1_o_T_0_0_g_W_R_m_F 0

[2013/04/08 08:53:19.666] Compiling shader: recv_v:D_p_N_g_T_c_1_o_T_0_0_g_w_R_m_F recv_f:D_p_N_g_T_c_1_o_T_0_0_g_w_R_m_F 0

[2013/04/08 08:53:19.712] Compiling shader: recv_v:D_p_N_g_T_c_1_o_T_0_0_g_W_R_m_F recv_f:D_p_N_g_T_c_1_o_T_0_0_g_W_R_m_F 0

[2013/04/08 08:53:19.760] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_0_g_w_r_m_F recv_f:D_p_N_g_t_c_1_o_T_0_0_g_w_r_m_F 0

[2013/04/08 08:53:19.805] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_0_g_W_r_m_F recv_f:D_p_N_g_t_c_1_o_T_0_0_g_W_r_m_F 0

[2013/04/08 08:53:19.852] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_0_0_G_w_R_m_F recv_f:D_p_n_g_t_c_1_o_T_0_0_G_w_R_m_F 0

[2013/04/08 08:53:19.891] Compiling shader: recv_v:D_p_n_g_t_c_1_o_T_0_0_G_W_R_m_F recv_f:D_p_n_g_t_c_1_o_T_0_0_G_W_R_m_F 0

[2013/04/08 08:53:19.934] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_0_G_w_R_m_F recv_f:D_p_N_g_t_c_1_o_T_0_0_G_w_R_m_F 0

[2013/04/08 08:53:19.977] Compiling shader: recv_v:D_p_N_g_t_c_1_o_T_0_0_G_W_R_m_F recv_f:D_p_N_g_t_c_1_o_T_0_0_G_W_R_m_F 0

[2013/04/08 08:53:20.024] Compiling shader: recv_v:D_p_N_S_t_c_1_o_T_0_0_g_w_R_m_F recv_f:D_p_N_S_t_c_1_o_T_0_0_g_w_R_m_F 0

[2013/04/08 08:53:20.069] Compiling shader: recv_v:D_p_N_S_t_c_1_o_T_0_0_g_W_R_m_F recv_f:D_p_N_S_t_c_1_o_T_0_0_g_W_R_m_F 0

[2013/04/08 08:53:20.133] Loading engine.lua

[2013/04/08 08:53:20.133] Loading friction_models.lua

[2013/04/08 08:53:20.149] Loading wheel_assembly.lua

[2013/04/08 08:53:20.178] Compiling shader: recv_v:D_p_n_g_t_5_1_o_T_0_0_g_w_R_M_F recv_f:D_p_n_g_t_5_1_o_T_0_0_g_w_R_M_F 0

[2013/04/08 08:53:20.224] Compiling shader: recv_v:D_p_n_g_t_5_1_o_T_0_0_g_W_R_M_F recv_f:D_p_n_g_t_5_1_o_T_0_0_g_W_R_M_F 0

[2013/04/08 08:53:20.274] Compiling shader: recv_v:D_p_n_g_t_c_1_o_t_0_0_g_w_R_m_f recv_f:D_p_n_g_t_c_1_o_t_0_0_g_w_R_m_f 0

[2013/04/08 08:53:20.334] Compiling shader: emissive_v:m_o_0_w emissive_f:m_o_0_w

[2013/04/08 08:53:20.357] Compiling shader: emissive_v:m_o_0_W emissive_f:m_o_0_W

[2013/04/08 08:53:20.383] Compiling shader: recv_v:D_p_n_g_t_c_1_o_t_0_0_g_W_R_m_f recv_f:D_p_n_g_t_c_1_o_t_0_0_g_W_R_m_f 0

[2013/04/08 08:53:20.464] Compiling shader: recv_v:d_p_n_g_t_1_1_o_T_0_0_g_w_R_M_F recv_f:d_p_n_g_t_1_1_o_T_0_0_g_w_R_M_F 0

[2013/04/08 08:53:20.505] Compiling shader: recv_v:d_p_n_g_t_1_1_o_T_0_0_g_W_R_M_F recv_f:d_p_n_g_t_1_1_o_T_0_0_g_W_R_M_F 0

[2013/04/08 08:53:20.562] Compiling shader: recv_v:d_p_n_g_t_c_1_o_t_0_0_g_w_R_m_f recv_f:d_p_n_g_t_c_1_o_t_0_0_g_w_R_m_f 0

[2013/04/08 08:53:20.621] Compiling shader: recv_v:d_p_n_g_t_c_1_o_t_0_0_g_W_R_m_f recv_f:d_p_n_g_t_c_1_o_t_0_0_g_W_R_m_f 0

[2013/04/08 08:53:20.716] D3D9 device: 0x[03B4B940] lost. Releasing D3D9 texture: EyeLeft:G0

[2013/04/08 08:53:20.716] Released D3D9 texture: EyeLeft:G0

[2013/04/08 08:53:20.716] D3D9 device: 0x[03B4B940] lost. Releasing D3D9 texture: EyeLeft:G1

[2013/04/08 08:53:20.716] Released D3D9 texture: EyeLeft:G1

[2013/04/08 08:53:20.717] D3D9 device: 0x[03B4B940] lost. Releasing D3D9 texture: EyeLeft:G2

[2013/04/08 08:53:20.717] Released D3D9 texture: EyeLeft:G2

[2013/04/08 08:53:20.717] D3D9 device: 0x[03B4B940] lost. Releasing D3D9 texture: EyeLeft:hdrFb0

[2013/04/08 08:53:20.717] Released D3D9 texture: EyeLeft:hdrFb0

[2013/04/08 08:53:20.717] D3D9 device: 0x[03B4B940] lost. Releasing D3D9 texture: EyeLeft:hdrFb1

[2013/04/08 08:53:20.718] Released D3D9 texture: EyeLeft:hdrFb1

[2013/04/08 08:53:20.718] D3D9 device: 0x[03B4B940] lost. Releasing D3D9 texture: EyeLeft:hdrFb2

[2013/04/08 08:53:20.718] Released D3D9 texture: EyeLeft:hdrFb2

[2013/04/08 08:53:20.718] D3D9 Device 0x[03B4B940] entered lost state

[2013/04/08 08:53:20.723] !!! Direct3D Device successfully restored.

[2013/04/08 08:53:20.723] D3D9 device: 0x[03B4B940] was reset

[2013/04/08 08:53:31.533] lua> include "playground/init.lua"

[2013/04/08 08:53:31.580] Compiling shader: recv_v:d_p_n_g_t_c_1_o_T_0_3_g_w_R_m_F recv_f:d_p_n_g_t_c_1_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:31.644] Compiling shader: recv_v:d_p_n_g_t_c_1_o_T_0_3_g_W_R_m_F recv_f:d_p_n_g_t_c_1_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:31.686] Compiling shader: recv_v:D_p_N_S_t_c_4_o_T_0_3_g_w_R_m_F recv_f:D_p_N_S_t_c_4_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:31.741] Compiling shader: recv_v:D_p_N_S_t_c_4_o_T_0_3_g_W_R_m_F recv_f:D_p_N_S_t_c_4_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:31.799] Compiling shader: recv_v:D_p_N_S_t_c_1_o_T_0_3_g_w_R_m_F recv_f:D_p_N_S_t_c_1_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:31.846] Compiling shader: recv_v:D_p_N_S_t_c_1_o_T_0_3_g_W_R_m_F recv_f:D_p_N_S_t_c_1_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:31.895] Compiling shader: recv_v:D_p_N_S_t_c_2_o_T_0_3_g_w_R_m_F recv_f:D_p_N_S_t_c_2_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:31.945] Compiling shader: recv_v:D_p_N_S_t_c_2_o_T_0_3_g_W_R_m_F recv_f:D_p_N_S_t_c_2_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:31.997] Compiling shader: recv_v:D_p_N_g_t_c_1_o_t_0_3_g_w_R_m_f recv_f:D_p_N_g_t_c_1_o_t_0_3_g_w_R_m_f 0

[2013/04/08 08:53:32.062] Compiling shader: recv_v:D_p_N_g_t_c_1_o_t_0_3_g_W_R_m_f recv_f:D_p_N_g_t_c_1_o_t_0_3_g_W_R_m_f 0

[2013/04/08 08:53:32.129] Compiling shader: recv_v:d_p_N_S_t_c_1_o_t_0_0_g_w_R_m_f recv_f:d_p_N_S_t_c_1_o_t_0_0_g_w_R_m_f 0

[2013/04/08 08:53:32.193] Compiling shader: recv_v:d_p_N_S_t_c_1_o_t_0_0_g_W_R_m_f recv_f:d_p_N_S_t_c_1_o_t_0_0_g_W_R_m_f 0

[2013/04/08 08:53:32.292] Compiling shader: recv_v:D_p_N_g_t_c_2_o_T_0_3_g_w_R_m_F recv_f:D_p_N_g_t_c_2_o_T_0_3_g_w_R_m_F 0

[2013/04/08 08:53:32.342] Compiling shader: recv_v:D_p_N_g_t_c_2_o_T_0_3_g_W_R_m_F recv_f:D_p_N_g_t_c_2_o_T_0_3_g_W_R_m_F 0

[2013/04/08 08:53:34.331] ERROR (src\physics\TColParser.cpp:463): Failed to shrink hull: [0]4.44901

[2013/04/08 08:53:40.520] scatter time: 359625us max_samples: 41611 samples: 28163 tris: 13580 area: 416117

[2013/04/08 08:53:40.589] scatter time: 12479us max_samples: 4161 samples: 2800 tris: 13580 area: 416117

[2013/04/08 08:53:40.599] scatter time: 9852us max_samples: 4161 samples: 2800 tris: 13580 area: 416117

[2013/04/08 08:53:40.610] scatter time: 10028us max_samples: 4161 samples: 2800 tris: 13580 area: 416117

[2013/04/08 08:53:40.927] scatter time: 344285us max_samples: 12578 samples: 40259 tris: 1949 area: 125782

[2013/04/08 08:53:40.935] scatter time: 4081us max_samples: 1257 samples: 4010 tris: 1949 area: 125782

[2013/04/08 08:53:41.041] VERBOSE (src\gfx\GfxDiskResource.cpp:224): Internal warning: Loaded in OGRE, unloaded in GRIT: "/playground/img/textures/dirt.dds"

[2013/04/08 08:53:41.057] VERBOSE (src\gfx\GfxDiskResource.cpp:224): Internal warning: Loaded in OGRE, unloaded in GRIT: "/playground/img/textures/dirt_N.dds"

[2013/04/08 08:53:41.059] VERBOSE (src\gfx\GfxDiskResource.cpp:224): Internal warning: Loaded in OGRE, unloaded in GRIT: "/playground/img/textures/dirt_S.tga"


[2013/04/08 08:53:41.060] scatter time: 3861us max_samples: 1257 samples: 1210 tris: 1949 area: 125782

[2013/04/08 08:53:41.072] scatter time: 12943us max_samples: 1257 samples: 4010 tris: 1949 area: 125782

[2013/04/08 08:53:41.073] scatter time: 10903us max_samples: 1257 samples: 4010 tris: 1949 area: 125782

[2013/04/08 08:53:41.234] scatter time: 17us max_samples: 37 samples: 0 tris: 362 area: 377.423

[2013/04/08 08:53:41.234] scatter time: 12us max_samples: 3 samples: 0 tris: 362 area: 377.423

[2013/04/08 08:53:41.234] scatter time: 12us max_samples: 3 samples: 0 tris: 362 area: 377.423

[2013/04/08 08:53:41.234] scatter time: 12us max_samples: 3 samples: 0 tris: 362 area: 377.423

[2013/04/08 08:53:42.671] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.671] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.672]

[2013/04/08 08:53:42.672] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.672] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.672]

[2013/04/08 08:53:42.672] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.672] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.672]

[2013/04/08 08:53:42.689] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.689] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.689]

[2013/04/08 08:53:42.689] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.689] (0) : warning C6504: Unknown profile option '' ignored

[2013/04/08 08:53:42.689]




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 Post subject: Re: Grit Vs Torque?
PostPosted: Mon Apr 08, 2013 4:12 pm 
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Posts: 422
Yes those warnings I know about and will (eventually) fix :)

Most of them are actually bugs in Nvidia's cg product in fact...


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 Post subject: Re: Grit Vs Torque?
PostPosted: Mon Apr 08, 2013 5:03 pm 
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Quote:
Could you give some examples of why Grit would be better? I’m kind of struggling with easy-to-use and not needing a very powerful computer to run it (considering end users ) Vs good performance.


You'll need a computer that can run the latest games, because we're using recent rendering techniques that don't work well on old hardware. If you can run GTA4 for example, you should be fine.

Quote:
Yes I use Blender 2.66. But I did also try with Blender 2.62 which is recommended in the Wiki pages, but I got the same error message. (Except the last line) I do use the SVN version and the script for Blender were updated 25/1, is this correct? If it is I am using the latest version. I’m not a Blender expert can it be that I do some mistake while editing in Blender? I tried to follow the tutorial quite thoroughly.


The wiki was wrong, I now updated it. You should use 2.66

The blender scripts have been worked on a few times since then, you should do an svn checkout so you can keep up-to-date easily.

Quote:
Well I’m happy to say that I run Win7 on an Intel Core i7- 2.2 GHz with a GeForce GT 525M ;)


That ought to be fine, it is a similar card to what I have in my work laptop. I do not intend to release an engine that doesn't work on my own hardware :)

Tell us more about what you intend to do with the simulation. Would be good to know scale of map, etc. How will you make your terrain? What do you expect it to look like when you're very high up.


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