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#13 | |
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Java Cool Dude
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Older Nvidia drivers have a damned bug where the Shaders generate a file of 2 GIG size....OMG
Get the 76.XX and you should be fine ![]()
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#14 | |
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Join Date: Jul 2002
Location: Virginia
Posts: 9,481
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I have 1 gig. It kind of seems like it uses up all the available memory since it takes a while for my system to recover after it fails.
Edit: Okay, on the drivers. |
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#15 |
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Join Date: Jul 2002
Location: Virginia
Posts: 9,481
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That worked. It runs great with the 76.44s. Very impressive demo.
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#16 | |
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Java Cool Dude
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Awesome man
![]() Hmmm, it seems like my demos are using way too much bw and my host (my best buddy Josh) is kinda upset about it... Maybe I should get in touch with MikeC about hosting all my 3D stuff here on Nvnews, or am I asking too much. /me pokes MikeC with a long stick ![]()
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#17 |
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Join Date: Jul 2002
Location: Virginia
Posts: 9,481
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BTW, I get between 155-167fps at the defaults (800x600, windowed mode).
Edit: About 75-80fps at 1280x1024 (my LCD native res). |
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#18 | |
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Java Cool Dude
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I can push things a bit more by increasing the size of the shadow map, while I'm at it why not turn this into a benchmark and test it with different texture sizes and hardware configs? hmmm
Btw, you can open sprite0.xml and change the light path, or even take it all off and get something as pretty as this. ![]()
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#19 |
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Registered User
Join Date: Feb 2005
Posts: 187
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I have no idea how to run this...
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#20 |
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Java Cool Dude
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Could you please post the log.txt file generated by the demo?
That's the only way I can trace bugs
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#21 |
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Java Cool Dude
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Should run on all modern ATi's now
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#22 |
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Registered User
Join Date: Feb 2005
Posts: 187
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It's not a bug, it's ignorance. I downloaded the engine source and source. No idea what I do next. All I see is .cpp files and a few others. So nothing on your part, just me no knowing what to do.
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#23 |
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Join Date: Feb 2005
Posts: 187
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Ok, I redownloaded the binaries link and i now found the .exe to run it. It wouldn't work right earlier. Too bad it won't work in Windows x64. :/
Here's my log: <!>GL_EXT_texture_compression_s3tc not supported <!>Could not load Texture2D file. <+>Adding shape to TransformGroup <+>Adding Group to TransformGroup <+>Adding Group to TransformGroup <+>Loaded Texture2D file at -> oxidated.jpg <+>Loaded Texture2D file at -> oxidatedBump.tga <+>Adding shape to TransformGroup <+>Adding Group to TransformGroup <!>GL_EXT_texture_compression_s3tc not supported <!>Could not load Texture2D file. <+>Adding shape to TransformGroup <+>Adding Group to TransformGroup <+>Adding Group to TransformGroup <+>Loaded Texture2D file at -> sphereBase.jpg <+>Loaded Texture2D file at -> sphereBump.jpg <+>Adding shape to TransformGroup <+>Adding Group to TransformGroup <+>Adding Group to TransformGroup <!>GL_EXT_texture_compression_s3tc not supported <!>Could not load Texture2D file. <+>Adding shape to TransformGroup <+>Adding Group to TransformGroup <+>Adding Group to TransformGroup <+>Loaded Texture2D file at -> wallBase.tga <+>Loaded Texture2D file at -> wallBump.tga <+>Adding shape to TransformGroup <!>GL_EXT_texture_compression_s3tc not supported <!>Could not load Texture2D file. <+>Loaded Texture2D file at -> stoneBump.tga <+>Adding shape to TransformGroup <!>GL_EXT_texture_compression_s3tc not supported <!>Could not load Texture2D file. <+>Loaded Texture2D file at -> woodBump.tga <+>Adding shape to TransformGroup <+>Adding Group to TransformGroup <+>Adding Group to TransformGroup <+>Adding Group to TransformGroup <+>Compiling geometry -> Data/XML/box.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/dragon.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/minipillar.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/torus.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/minipillar.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/elephant.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/minipillar.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/sphere.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/minipillar.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/room.xml_0 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/room.xml_1 <!>Failed: VBO extension not supported <+>Compiling geometry -> Data/XML/room.xml_2 <!>Failed: VBO extension not supported <+>Loading Cube Shell: size = 256 <!>GL_EXT_framebuffer_object not supported <!>Extensions required for pbuffer unsupported <!>Can't create a Shadow Render Target <+>Flushed all active textures <+>Destroying GL Window <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 <+>Flushed Geometry count -> 1 |
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#24 |
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You mean you wanna compile the demo or simply run it?
To run it, well ahem you download the zip file linked by "Binaries", unzip it somewhere and then double click the scenegraph.exe If everything goes right, you should be able to see the demo running with full effect. However it might also appear for a second and then disappear leaving behind a log.txt file; if that ever happens, I want you to post the content of that file right here please. Now to compile this demo is another story: Since my engine is loaded with features, you might wanna download a couple of extra things before you can get it to compile with .Net. You most definitely need to download the MS DX9.0 summer release SDK and install it on your machine. (I need bits of it to enable video playing). Now download the SXML engine and put it somewhere, then create a new folder and place this demo's specific files in it and hit compile. Here's a snapshot of my directories http://www.realityflux.com/abba/C++/...SXMLLayout.jpg
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