Horde3D Log

Horde3D 1.0.0 Beta1

0.000 Initializing OpenGL renderer using OGL '2.0.6956 WinXP Release' by 'ATI Technologies Inc.' on 'ATI MOBILITY RADEON X300 x86/SSE2'
0.000 Extension ARB_texture_non_power_of_two not supported
0.000 Extension EXT_framebuffer_multisample and/or EXT_framebuffer_blit not supported
0.032 Shadow map precision is limited to 16 bit
0.063 Shadow map precision is limited to 16 bit
0.063 Adding Pipeline resource 'forward.pipeline.xml'
0.063 Adding Pipeline resource 'deferred.pipeline.xml'
0.063 Adding Material resource 'font.material.xml'
0.063 Adding Material resource 'logo.material.xml'
0.063 Adding Material resource 'light.material.xml'
0.063 Adding SceneGraph resource 'skybox.scene.xml'
0.063 Adding SceneGraph resource 'scene.scene.xml'
0.063 Loading resource 'forward.pipeline.xml'
0.063 Adding Material resource 'globalSettings.material.xml'
0.063 Loading resource 'deferred.pipeline.xml'
0.078 Loading resource 'font.material.xml'
0.078 Adding Shader resource 'overlay.shader.xml'
0.078 Adding Texture2D resource 'font.tga'
0.078 Loading resource 'logo.material.xml'
0.078 Adding Texture2D resource 'logo.tga'
0.078 Loading resource 'light.material.xml'
0.078 Adding Shader resource 'deferredLighting.shader.xml'
0.078 Loading resource 'skybox.scene.xml'
0.078 Adding Geometry resource 'skybox.geo'
0.078 Adding Material resource 'skybox/skybox.material.xml'
0.078 Loading resource 'scene.scene.xml'
0.078 Adding Geometry resource 'scene.geo'
0.078 Adding Material resource 'scene/_1_-_Default.material.xml'
0.078 Loading resource 'globalSettings.material.xml'
0.078 Adding TextureCube resource 'ambientMap.png'
0.078 Loading resource 'overlay.shader.xml'
0.078 Shader resource 'overlay.shader.xml': Compiling shader context 'OVERLAY'
0.094 Shader resource 'overlay.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
0.094 Loading resource 'font.tga'
0.375 Loading resource 'logo.tga'
0.422 Loading resource 'deferredLighting.shader.xml'
0.422 Adding Code resource 'utilityLib/fragDeferredRead.glsl'
0.422 Adding Code resource 'utilityLib/fragLighting.glsl'
0.422 Loading resource 'skybox.geo'
0.422 Loading resource 'skybox/skybox.material.xml'
0.422 Adding Shader resource 'skybox.shader.xml'
0.422 Adding TextureCube resource 'skybox.jpg'
0.422 Loading resource 'scene.geo'
0.422 Loading resource 'scene/_1_-_Default.material.xml'
0.422 Adding Shader resource 'standard.shader.xml'
0.422 Loading resource 'ambientMap.png'
0.500 Loading resource 'utilityLib/fragDeferredRead.glsl'
0.500 Shader resource 'deferredLighting.shader.xml': Compiling shader context 'AMBIENT'
0.516 Shader resource 'deferredLighting.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
0.516 Loading resource 'utilityLib/fragLighting.glsl'
0.516 Shader resource 'deferredLighting.shader.xml': Compiling shader context 'LIGHTING'
0.547 Shader resource 'deferredLighting.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
0.547 Loading resource 'skybox.shader.xml'
0.547 Adding Code resource 'utilityLib/vertCommon.glsl'
0.547 Adding Code resource 'utilityLib/fragDeferredWrite.glsl'
0.547 Loading resource 'skybox.jpg'
5.063 Loading resource 'standard.shader.xml'
5.063 Loading resource 'utilityLib/vertCommon.glsl'
5.063 Shader resource 'skybox.shader.xml': Compiling shader context 'AMBIENT'
5.078 Shader resource 'skybox.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.078 Shader resource 'standard.shader.xml': Compiling shader context 'SHADOWMAP'
5.094 Shader resource 'standard.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.094 Shader resource 'standard.shader.xml': Compiling shader context 'LIGHTING'
5.125 Shader resource 'standard.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.125 Shader resource 'standard.shader.xml': Compiling shader context 'AMBIENT'
5.141 Shader resource 'standard.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.141 Loading resource 'utilityLib/fragDeferredWrite.glsl'
5.141 Shader resource 'skybox.shader.xml': Compiling shader context 'ATTRIBPASS'
5.157 Shader resource 'skybox.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.157 Shader resource 'standard.shader.xml': Compiling shader context 'ATTRIBPASS'
5.172 Shader resource 'standard.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.172 Adding Camera node 'Camera'
5.172 Adding nodes from SceneGraph resource 'skybox.scene.xml'
5.172 Adding nodes from SceneGraph resource 'scene.scene.xml'
5.172 Adding Light node 'Light1'
5.172 Adding SceneGraph resource 'man.scene.xml'
5.172 Adding Animation resource 'man.anim'
5.172 Loading resource 'man.scene.xml'
5.172 Adding Geometry resource 'man.geo'
5.188 Adding Material resource 'man/civilian1.material.xml'
5.188 Loading resource 'man.anim'
5.188 Loading resource 'man.geo'
5.203 Loading resource 'man/civilian1.material.xml'
5.203 Adding Shader resource 'skinning.shader.xml'
5.203 Adding Texture2D resource 'civil01.jpg'
5.203 Loading resource 'skinning.shader.xml'
5.203 Adding Code resource 'utilityLib/vertSkinning.glsl'
5.203 Loading resource 'civil01.jpg'
5.328 Loading resource 'utilityLib/vertSkinning.glsl'
5.328 Shader resource 'skinning.shader.xml': Compiling shader context 'ATTRIBPASS'
5.360 Shader resource 'skinning.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.360 Shader resource 'skinning.shader.xml': Compiling shader context 'SHADOWMAP'
5.375 Shader resource 'skinning.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.391 Shader resource 'skinning.shader.xml': Compiling shader context 'LIGHTING'
5.438 Shader resource 'skinning.shader.xml': ShaderLog: [Linking]
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.453 Shader resource 'skinning.shader.xml': Compiling shader context 'AMBIENT'
5.469 Shader resource 'skinning.shader.xml': ShaderLog: [Linking]
Warning: varying pos is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
5.469 Adding nodes from SceneGraph resource 'man.scene.xml'
5.485 Adding nodes from SceneGraph resource 'man.scene.xml'
5.485 Adding nodes from SceneGraph resource 'man.scene.xml'
5.485 Adding nodes from SceneGraph resource 'man.scene.xml'
5.485 Adding nodes from SceneGraph resource 'man.scene.xml'
5.485 Adding nodes from SceneGraph resource 'man.scene.xml'
5.500 Adding nodes from SceneGraph resource 'man.scene.xml'
5.500 Adding nodes from SceneGraph resource 'man.scene.xml'
5.500 Adding nodes from SceneGraph resource 'man.scene.xml'
5.500 Adding nodes from SceneGraph resource 'man.scene.xml'