Logging start Change AppTitle on StarTreshII cnnts: 11 Полная аппаратная поддержка Pixel Format:7 bits:32 accum:0 depth:24 stencil:0 flags:37 Init extensions GL_ARB_shadow exists GL_ARB_shadow_ambient not exists GL_ARB_vertex_shader exists GL_ARB_fragment_shader exists GL_ARB_shader_objects exists GL_ARB_shading_language_100 exists GL_EXT_gpu_shader4 not exists glGenBuffersARB init glBindBufferARB init glBufferDataARB init glDeleteBuffersARB init glDrawRangeElements init glCompressedTexImage2D init glDrawArraysInstancedEXT not init glDrawElementsInstancedEXT not init glActiveTexture init glCreateShaderObjectARB init glCreateProgramObjectARB init glAttachObjectARB init glDetachObjectARB init glDeleteObjectARB init glShaderSourceARB init glCompileShaderARB init glLinkProgramARB init glValidateProgramARB init glUseProgramObjectARB init glGetObjectParameterivARB init glGetInfoLogARB init glUniform1fARB init glUniform1iARB init glGetUniformLocationARB init wglSwapIntervalEXT init wglGetSwapIntervalEXT init Init extensions success Max Anistropic Level:16 Max Tex units:4 VENDOR:NVIDIA Corporation RENDERER:GeForce 7000M / nForce 610M/PCI/SSE2/3DNOW! VERSION:2.1.1 Init succes by params (1024,768,32,1) Версия успешно сверена Версия библиотеки:33751043 Звук успешно инициализирован intea: saf: internalformat:32849 intea: saf: internalformat:32856 intea: saf: internalformat:32856 media/ship.s3m 4038 3908 2080 intea: saf: internalformat:32849 saf: internalformat:3 intea: saf: internalformat:32849 intea: saf: internalformat:32856 intea: 1024:1024 1024:768 filename(1):media/bump.vsh Vertex Shader loaded: // Vertex shader for bump mapping in surface local coordinates vec3 LightPosition=vec3(-1000,0,0); // eye space position of light attribute vec3 rm_Tangent; varying vec3 LightDir; // interpolated surface local coordinate light direction varying vec3 ViewDir; // interpolated surface local coordinate view direction void main(void) { vec3 b, n, t, pos, lightVec, r, v; // Do standard vertex stuff gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; // Compute the binormal n = normalize(gl_NormalMatrix * gl_Normal); t = normalize(gl_NormalMatrix * rm_Tangent); //rm_Tangent b = cross(n, t); // Transform light position into surface local coordinates v.x = dot(LightPosition, t); v.y = dot(LightPosition, b); v.z = dot(LightPosition, n); LightDir = normalize(v); pos = vec3 (gl_ModelViewMatrix * gl_Vertex); v.x = dot(pos, t); v.y = dot(pos, b); v.z = dot(pos, n); ViewDir = normalize(v); } < filename(2):media/bump.psh Pixel Shader loaded: // Fragment Shader: Bump mapping using normal map. uniform sampler2D normalmap; uniform sampler2D diffusmap; float DiffuseFactor=0.5; float SpecularFactor=0.5; varying vec3 LightDir; // interpolated surface local coordinate light direction varying vec3 ViewDir; // interpolated surface local coordinate view direction void main (void) { vec3 norm, r, color; float intensity, spec, d; vec3 c; // Fetch normal from normal map c = vec3(texture2D(diffusmap, vec2 (gl_TexCoord[0]))); norm = vec3(texture2D(normalmap, vec2 (gl_TexCoord[0]))); norm = (norm - 0.5) * 2.0; intensity = max(dot(LightDir, norm), 0.0) * DiffuseFactor; // Compute specular reflection component d = 2.0 * dot(LightDir, norm); r = d * norm; r = LightDir - r; spec = pow(max(dot(r, ViewDir), 0.0) , 6.0) * SpecularFactor; intensity += min (spec, 1.0); // Compute final color value color = clamp(c.rgb * intensity, 0.0, 1.0); // Write out final fragment color gl_FragColor = vec4 (color, 1.0); } < Vertex Shader Compile Success Pixel Shader Compile Success Program Link Success Program Validate Success filename(1):media/asteroid.vsh Vertex Shader loaded: // Vertex shader for bump mapping in surface local coordinates vec3 LightPosition=vec3(-1000,0,0); // eye space position of light attribute vec3 rm_Tangent; varying vec3 LightDir; // interpolated surface local coordinate light direction varying vec3 ViewDir; // interpolated surface local coordinate view direction varying vec2 texCoord; void main(void) { vec3 b, n, t, pos, lightVec, r, v; // Do standard vertex stuff texCoord = gl_MultiTexCoord0.xy; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // Compute the binormal n = normalize(gl_NormalMatrix * gl_Normal); t = normalize(gl_NormalMatrix * rm_Tangent); //rm_Tangent b = cross(n, t); // Transform light position into surface local coordinates v.x = dot(LightPosition, t); v.y = dot(LightPosition, b); v.z = dot(LightPosition, n); LightDir = normalize(v); pos = vec3 (gl_ModelViewMatrix * gl_Vertex); v.x = dot(pos, t); v.y = dot(pos, b); v.z = dot(pos, n); ViewDir = normalize(v); } < filename(2):media/asteroid.psh Pixel Shader loaded: // Fragment Shader: Bump mapping using normal map. uniform sampler2D normalmap; uniform sampler2D diffusmap; uniform sampler2D caustmap; uniform float DiffuseFactor=0.8; uniform float SpecularFactor=0.2; uniform float scf; uniform float sci; varying vec3 LightDir; // interpolated surface local coordinate light direction varying vec3 ViewDir; // interpolated surface local coordinate view direction varying vec2 texCoord; float l; float u_,v_; void main (void) { vec3 norm, r, color; float intensity, spec, d; vec3 c; // Fetch normal from normal map c = vec3(texture2D(diffusmap, texCoord)); norm = vec3(texture2D(normalmap, texCoord)); norm = (norm - 0.5) * 2.0; intensity = max(dot(LightDir, norm), 0.0) * DiffuseFactor; // Compute specular reflection component d = 2.0 * dot(LightDir, norm); r = d * norm; r = LightDir - r; spec = pow(max(dot(r, ViewDir), 0.0) , 6.0) * SpecularFactor; intensity += min (spec, 1.0); //Показ урона u_=texCoord.x/32.0; v_=texCoord.y; l=texture2D( caustmap,vec2(u_+scf/32.0,v_)).r; l*=sci; intensity+=(l*l*0.5); // Compute final color value color = clamp(c.rgb * intensity, 0.0, 1.0); color=vec3(color.r+l,color.g+(l*0.33),color.b); // Write out final fragment color gl_FragColor = vec4 (color, 1.0); } < Vertex Shader Compile Success Pixel Shader Compile Success Program Link Success Program Validate Success filename(1):media/ship.vsh Vertex Shader loaded: varying vec2 texCoord; void main(void) { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } < filename(2):media/ship.psh Pixel Shader loaded: uniform sampler2D diffusmap; uniform sampler2D caustmap; uniform float sci; uniform float scf; varying vec2 texCoord; vec4 c; float l; float u,v; void main(void) { c=texture2D( diffusmap, texCoord ); u=texCoord.x/32; v=texCoord.y; l=texture2D( caustmap,vec2(u+scf/32,v)).r; l*=sci; gl_FragColor = vec4(clamp((c.r-l*0.5),0.0,1.0),c.g+l,clamp((c.b-l*0.5),0.0,1.0),1.0); } < Vertex Shader Compile Success Pixel Shader Compile Success Program Link Success Program Validate Success filename(1):media/bullet.vsh Vertex Shader loaded: varying vec2 texCoord; void main(void) { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } < filename(2):media/bullet.psh Pixel Shader loaded: uniform sampler2D diffusmap; varying vec2 texCoord; void main(void) { gl_FragColor = texture2D( diffusmap, texCoord ); } < Vertex Shader Compile Success Pixel Shader Compile Success Program Link Success Program Validate Success filename(1):media/exploding.vsh Vertex Shader loaded: varying vec2 texCoord; void main(void) { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } < filename(2):media/exploding.psh Pixel Shader loaded: uniform sampler2D diffusmap; uniform sampler2D flamemap; uniform float frame; uniform float countframes; varying vec2 texCoord; float u,v,t; vec4 color; void main(void) { u=texCoord.x; v=texCoord.y; u=u/40; u+=frame/40; t=dot(texture2D( diffusmap,vec2(u,v) ).rgb,vec3(0.39,0.5,0.11)); if(t<0.01)discard; color=texture2D( flamemap,vec2(t,0) ); color.a=color.r; gl_FragColor = color; } < Vertex Shader Compile Success Pixel Shader Compile Success Program Link Success Program Validate Success (warning) shader media/exploding not writing param:countframes with value:15 filename(1):media/atmosphere.vsh Vertex Shader loaded: varying vec2 texCoord; void main(void) { texCoord = gl_MultiTexCoord0.xy; gl_Position = ftransform(); } < filename(2):media/atmosphere.psh Pixel Shader loaded: uniform sampler2D radialmap; uniform sampler2D noisemap; uniform sampler2D diffusmap; uniform float pos; varying vec2 texCoord; vec4 color; float u,br; void main(void) { color = texture2D( diffusmap, texCoord ); color-= 0.1; color.r*=color.r; color.g*=color.g; color.b*=color.b; color.r*=0.2; color.g*=0.8; u = texture2D(radialmap,texCoord).r; br = texture2D(noisemap,vec2(u,pos)).r; color*=br; color.a=dot(color,vec3(0.39,0.5,0.11)); //color = vec4(1.0f,0.0f,0.0f,color.a); gl_FragColor = color; } < Vertex Shader Compile Success Pixel Shader Compile Fail: (29) : error C1102: incompatible type for parameter #2 ("b") (warning) shader media/atmosphere not writing param:diffusmap with value:0 (warning) shader media/atmosphere not writing param:radialmap with value:1 (warning) shader media/atmosphere not writing param:noisemap with value:2 intea: saf: internalformat:32849 saf: internalformat:3 intea: saf: internalformat:32856 (warning) shader media/atmosphere not writing param:radialmap with value:1 (warning) shader media/atmosphere not writing param:noisemap with value:2 (warning) shader media/atmosphere not writing param:diffusmap with value:0 media/planet.s3m 576 1024 514 tart 2048 1024 saf: internalformat:4 tart 2048 1024 saf: internalformat:4 tart 1024 512 saf: internalformat:4 saf: internalformat:1 filename(1):media/earth.vsh Vertex Shader loaded: varying vec2 texCoord; varying float x_; uniform float dx; vec4 vpos; void main(void) { texCoord = gl_MultiTexCoord0.xy; vpos = gl_ModelViewMatrix * gl_Vertex; //gl_ModelViewMatrix x_ = vpos.x+dx; gl_Position = ftransform(); } < filename(2):media/earth.psh Pixel Shader loaded: uniform sampler2D clouds; uniform sampler2D noise; uniform sampler2D night; uniform sampler2D day; uniform float cldpt; varying vec2 texCoord; varying float x_; vec4 t1,t2; vec2 cg; void main(void) { t1 = texture2D(day,texCoord); t2 = texture2D(night,texCoord); cg = texture2D(clouds, texCoord).rg; cg.r*=cldpt; t1.r = clamp(mix(t1.r,cg.r,cg.r),0.0,1.0); t1.g = clamp(mix(t1.g,cg.r,cg.r),0.0,1.0); t1.b = clamp(mix(t1.b,cg.r,cg.r),0.0,1.0); // t2.r = clamp(mix(t2.r,cg.r,cg.g),0.0,1.0); // t2.g = clamp(mix(t2.g,cg.r,cg.g),0.0,1.0); // t2.b = clamp(mix(t2.b,cg.r,cg.g),0.0,1.0); gl_FragColor = mix(t1,t2,clamp((x_+10)*0.05,0.0,1.0)); } < Vertex Shader Compile Success Pixel Shader Compile Success Program Link Success Program Validate Success (warning) shader media/earth not writing param:noise with value:3 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 intea: saf: internalformat:32849 media/asteroids/a1.s3m 390 648 326 media/asteroids/a2.s3m 390 648 326 media/asteroids/a3.s3m 390 648 326 media/asteroids/a4.s3m 390 648 326 media/asteroids/a5.s3m 390 648 326 media/asteroids/a6.s3m 390 648 326 media/asteroids/a7.s3m 390 648 326 media/asteroids/a8.s3m 390 648 326 media/asteroids/a9.s3m 343 648 326 media/asteroids/a10.s3m 390 648 326 media/asteroids/a11.s3m 390 648 326 media/asteroids/a12.s3m 390 648 326 saf: internalformat:3 saf: internalformat:3 (warning) shader media/atmosphere not writing param:pos with value:0.00033 (warning) shader media/atmosphere not writing param:pos with value:0.00066 (warning) shader media/atmosphere not writing param:pos with value:0.00099 (warning) shader media/atmosphere not writing param:pos with value:0.00132 (warning) shader media/atmosphere not writing param:pos with value:0.00165 (warning) shader media/atmosphere not writing param:pos with value:0.00198 (warning) shader media/atmosphere not writing param:pos with value:0.00231 (warning) shader media/atmosphere not writing param:pos with value:0.00264 (warning) shader media/atmosphere not writing param:pos with value:0.00297 (warning) shader media/atmosphere not writing param:pos with value:0.0033 (warning) shader media/atmosphere not writing param:pos with value:0.00363 (warning) shader media/atmosphere not writing param:pos with value:0.00396 (warning) shader media/atmosphere not writing param:pos with value:0.00429 (warning) shader media/atmosphere not writing param:pos with value:0.00462 (warning) shader media/atmosphere not writing param:pos with value:0.00495 (warning) shader media/atmosphere not writing param:pos with value:0.00528 (warning) shader media/atmosphere not writing param:pos with value:0.00561 (warning) shader media/atmosphere not writing param:pos with value:0.00594 (warning) shader media/atmosphere not writing param:pos with value:0.00627 (warning) shader media/atmosphere not writing param:pos with value:0.0066 (warning) shader media/atmosphere not writing param:pos with value:0.00693 (warning) shader media/atmosphere not writing param:pos with value:0.00726 (warning) shader media/atmosphere not writing param:pos with value:0.00759 (warning) shader media/atmosphere not writing param:pos with value:0.00792 (warning) shader media/atmosphere not writing param:pos with value:0.00825 (warning) shader media/atmosphere not writing param:pos with value:0.00858 (warning) shader media/atmosphere not writing param:pos with value:0.00891 (warning) shader media/atmosphere not writing param:pos with value:0.00924 (warning) shader media/atmosphere not writing param:pos with value:0.00957 (warning) shader media/atmosphere not writing param:pos with value:0.0099 (warning) shader media/atmosphere not writing param:pos with value:0.01023 (warning) shader media/atmosphere not writing param:pos with value:0.01056 (warning) shader media/atmosphere not writing param:pos with value:0.01089 (warning) shader media/atmosphere not writing param:pos with value:0.01122 (warning) shader media/atmosphere not writing param:pos with value:0.01155 (warning) shader media/atmosphere not writing param:pos with value:0.01188 (warning) shader media/atmosphere not writing param:pos with value:0.01221 (warning) shader media/atmosphere not writing param:pos with value:0.01254 (warning) shader media/atmosphere not writing param:pos with value:0.01287 (warning) shader media/atmosphere not writing param:pos with value:0.0132 (warning) shader media/atmosphere not writing param:pos with value:0.01353 (warning) shader media/atmosphere not writing param:pos with value:0.01386 (warning) shader media/atmosphere not writing param:pos with value:0.01419 (warning) shader media/atmosphere not writing param:pos with value:0.01452 (warning) shader media/atmosphere not writing param:pos with value:0.01485 (warning) shader media/atmosphere not writing param:pos with value:0.01518 (warning) shader media/atmosphere not writing param:pos with value:0.01551 (warning) shader media/atmosphere not writing param:pos with value:0.01584 (warning) shader media/atmosphere not writing param:pos with value:0.01617 (warning) shader media/atmosphere not writing param:pos with value:0.0165 (warning) shader media/atmosphere not writing param:pos with value:0.01683 (warning) shader media/atmosphere not writing param:pos with value:0.01716 (warning) shader media/atmosphere not writing param:pos with value:0.01749 (warning) shader media/atmosphere not writing param:pos with value:0.01782 (warning) shader media/atmosphere not writing param:pos with value:0.01815 (warning) shader media/atmosphere not writing param:pos with value:0.01848 (warning) shader media/atmosphere not writing param:pos with value:0.01881 (warning) shader media/atmosphere not writing param:pos with value:0.01914 (warning) shader media/atmosphere not writing param:pos with value:0.01947 (warning) shader media/atmosphere not writing param:pos with value:0.0198 (warning) shader media/atmosphere not writing param:pos with value:0.02013 (warning) shader media/atmosphere not writing param:pos with value:0.02046 (warning) shader media/atmosphere not writing param:pos with value:0.02079 (warning) shader media/atmosphere not writing param:pos with value:0.02112 (warning) shader media/atmosphere not writing param:pos with value:0.02145 (warning) shader media/atmosphere not writing param:pos with value:0.02178 (warning) shader media/atmosphere not writing param:pos with value:0.02211 (warning) shader media/atmosphere not writing param:pos with value:0.02244 (warning) shader media/atmosphere not writing param:pos with value:0.02277 (warning) shader media/atmosphere not writing param:pos with value:0.0231 (warning) shader media/atmosphere not writing param:pos with value:0.02343 (warning) shader media/atmosphere not writing param:pos with value:0.02376 (warning) shader media/atmosphere not writing param:pos with value:0.02409 (warning) shader media/atmosphere not writing param:pos with value:0.02442 (warning) shader media/atmosphere not writing param:pos with value:0.02475 (warning) shader media/atmosphere not writing param:pos with value:0.02508 (warning) shader media/atmosphere not writing param:pos with value:0.02541 (warning) shader media/atmosphere not writing param:pos with value:0.02574 (warning) shader media/atmosphere not writing param:pos with value:0.02607 (warning) shader media/atmosphere not writing param:pos with value:0.0264 (warning) shader media/atmosphere not writing param:pos with value:0.02673 (warning) shader media/atmosphere not writing param:pos with value:0.02706 (warning) shader media/atmosphere not writing param:pos with value:0.02739 (warning) shader media/atmosphere not writing param:pos with value:0.02772 (warning) shader media/atmosphere not writing param:pos with value:0.02805 (warning) shader media/atmosphere not writing param:pos with value:0.02838 (warning) shader media/atmosphere not writing param:pos with value:0.02871 (warning) shader media/atmosphere not writing param:pos with value:0.02904 (warning) shader media/atmosphere not writing param:pos with value:0.02937 (warning) shader media/atmosphere not writing param:pos with value:0.0297 (warning) shader media/atmosphere not writing param:pos with value:0.03003 (warning) shader media/atmosphere not writing param:pos with value:0.03036 (warning) shader media/atmosphere not writing param:pos with value:0.03069 (warning) shader media/atmosphere not writing param:pos with value:0.03102 (warning) shader media/atmosphere not writing param:pos with value:0.03135 (warning) shader media/atmosphere not writing param:pos with value:0.03168 (warning) shader media/atmosphere not writing param:pos with value:0.03201 (warning) shader media/atmosphere not writing param:pos with value:0.03234 (warning) shader media/atmosphere not writing param:pos with value:0.03267 (warning) shader media/atmosphere not writing param:pos with value:0.033 (warning) shader media/atmosphere not writing param:pos with value:0.03333 (warning) shader media/atmosphere not writing param:pos with value:0.03366 (warning) shader media/atmosphere not writing param:pos with value:0.03399 (warning) shader media/atmosphere not writing param:pos with value:0.03432 (warning) shader media/atmosphere not writing param:pos with value:0.03465 (warning) shader media/atmosphere not writing param:pos with value:0.03498 DeInit Logging closed