3DF Zephyr v.1.009

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  • Roberto
    3Dflow
    • Jun 2011
    • 559

    3DF Zephyr v.1.009

    Performance changelog:
    + New MVS (densification) procedure in Cuda.
    + Color computation and image undistortion speed up in mesh and point cloud.

    New Features Changelog:
    + Novel Visibility computation for meshes (improve both texture and orthophoto generation). Warning: to use it you have to generate a mesh (only the mesh) again inside zephyr.
    + Multiband tecnique for both texture and orthophoto generation.
    + It is now possible to choose how many cameras per pixel to use in texture and orthophoto generation.
    + It is now possible to choose which cameras to use during orthophoto and texture generation.
    + It is now possible to simplify the mesh before exporting the textures
    + It is now possible to specify the size of the generated texture.
    + Progress bar now shows button 'Show Log', 'Minimize', and 'Pause' (Resume).
    + Added tutorial and forum shortcut from the help menu.
    + Mesh Visibility information is now compressed and occupy less memory (both ram and .zep file)

    Accuracy Changelog:
    + Improved accuracy in keypoint extraction.

    Bugfix changelog:
    + fixed a bug with 4 channels tiff
    + fixed a bug in stereo computation (caused crashes with cuda)
    + fixed a minor bug in the texture generation process (improved accuracy)
    + fixed a bug in visibility computation (improved accuracy on orthophoto and texture generation)
    + fixed a bug in visibility computation that caused missing triangles (holes) in the extracted mesh
    + thumbnails in the rendering windows are now undistorted
    + improved out of memory managment
    + minor ui/typos fixes
  • Roberto
    3Dflow
    • Jun 2011
    • 559

    #2
    The new version of 3DF Zephyr is going to be released today.

    Here's the full changelog:

    + Parameters are now fully exposed and can be imported through xml.
    + Added texture support for ply
    + Removed duplicated and dangling vertices during texture exporting
    + Added noise control slider for stereo computation.
    + Added a remesh checkbox to enable/disable remeshing when exporting a mesh.
    + Smoothness can be controlled more smoothly (via slider)
    + Added an alpha mask to dem as a separate tiff page.
    + Corrected a bug on mesh simplification during exporting.
    + Fixed a bug on mesh simplification. Improved mesh visibilty computation and post-processing.
    + Fixed a problem with 'cropped' images on control points selection.
    + Fixed a crash occurring in stereo on certain configurations.
    + Fixed a problem with stereo accuracy using low discretization.
    + Visibility Computation fixes.
    + Orthophoto (and dem) is now properly computed only where the mesh exists
    + Fixed normal computation problem for meshes
    + Added check for opengl 1.4

    Comment

    • jimmyrig
      3Dflower
      • May 2014
      • 4

      #3
      http://s13.postimg.org/yi5hlo3id/Zephyr_Eval_CUDA_Error.png

      GTX 780 with latest WHQL Drivers from NVidia.

      Comment


      • Andrea Alessi
        Andrea Alessi commented
        Editing a comment
        I can confirm that there are issues with the non - quadro family cards and Cuda 5.5 with the latest driver from nVidia. Rolling back to previous version ( [ 335.x ) seems to fix it (can't try it on the whole non-quadro family out there though =) )

        Cuda6 support has been added to the current beta and will be available in the next stable release as well.

      • jimmyrig
        jimmyrig commented
        Editing a comment
        [!--:en--]Looks like the newest fix both sees my 780 and CUDA works with the latest WHQL drivers

        http://s18.postimg.org/l3tn7e8ih/CUDA_Works.png


        On a side note, thank you for the trial key! I'm not doing any commercial stuff, just working through the tutorials for now, definately a cool app for sure [!--:--][!--:it--]Looks like the newest fix both sees my 780 and CUDA works with the latest WHQL drivers

        http://s18.postimg.org/l3tn7e8ih/CUDA_Works.png


        On a side note, thank you for the trial key! I'm not doing any commercial stuff, just working through the tutorials for now, definately a cool app for sure [!--:--]

      • Andrea Alessi
        Andrea Alessi commented
        Editing a comment
        Great to hear that

        No problem at all! Feel free to post further and/or email me logs if you need further assistance!
    • jimmyrig
      3Dflower
      • May 2014
      • 4

      #4
      [19:22:15] Initialize Workspace
      [19:22:15] Loading Localization
      [19:22:15] Preparing UI
      [19:22:15] Initialize Rendering
      [19:22:15] Installing plugin: GL RenderSystem
      [19:22:15] OpenGL Rendering Subsystem created.
      [19:22:15] Plugin successfully installed
      [19:22:15] CPU Identifier & Features
      [19:22:15] -------------------------
      [19:22:15] * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-4930K CPU @ 3.40GHz
      [19:22:15] * SSE: yes
      [19:22:15] * SSE2: yes
      [19:22:15] * SSE3: yes
      [19:22:15] * MMX: yes
      [19:22:15] * MMXEXT: yes
      [19:22:15] * 3DNOW: no
      [19:22:15] * 3DNOWEXT: no
      [19:22:15] * CMOV: yes
      [19:22:15] * TSC: yes
      [19:22:15] * FPU: yes
      [19:22:15] * PRO: yes
      [19:22:15] * HT: no
      [19:22:15] -------------------------
      [19:22:15] *** Starting Win32GL Subsystem ***
      [19:22:15] Registering ResourceManager for type Texture
      [19:22:15] Registering ResourceManager for type Font
      [19:22:15] GLRenderSystem::_createRenderWindow "RenderWindow_4981960", 100x30 windowed miscParams: colourDepth=16 depthBuffer=false externalWindowHandle=4981960
      [19:22:15] GL_VERSION = 4.4.0
      [19:22:15] GL_VENDOR = NVIDIA Corporation
      [19:22:15] GL_RENDERER = GeForce GTX 780/PCIe/SSE2
      [19:22:15] GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
      [19:22:15] Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
      [19:22:15] ***************************
      [19:22:15] *** GL Renderer Started ***
      [19:22:15] ***************************
      [19:22:15] Registering ResourceManager for type GpuProgram
      [19:22:15] GLSL support detected
      [19:22:15] GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
      [19:22:15] FBO PF_UNKNOWN depth/stencil support: D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_L8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A4L4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_BYTE_LA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_R3G3B2 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
      [19:22:15] [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
      [19:22:15] RenderSystem capabilities
      [19:22:15] -------------------------
      [19:22:15] RenderSystem Name: OpenGL Rendering Subsystem
      [19:22:15] GPU Vendor: nvidia
      [19:22:15] Device Name: GeForce GTX 780/PCIe/SSE2
      [19:22:15] Driver Version: 4.4.0.0
      [19:22:15] * Fixed function pipeline: yes
      [19:22:15] * Hardware generation of mipmaps: yes
      [19:22:15] * Texture blending: yes
      [19:22:15] * Anisotropic texture filtering: yes
      [19:22:15] * Dot product texture operation: yes
      [19:22:15] * Cube mapping: yes
      [19:22:15] * Hardware stencil buffer: yes
      [19:22:15] - Stencil depth: 8
      [19:22:15] - Two sided stencil support: yes
      [19:22:15] - Wrap stencil values: yes
      [19:22:15] * Hardware vertex / index buffers: yes
      [19:22:15] * Vertex programs: yes
      [19:22:15] * Number of floating-point constants for vertex programs: 1024
      [19:22:15] * Number of integer constants for vertex programs: 0
      [19:22:15] * Number of boolean constants for vertex programs: 0
      [19:22:15] * Fragment programs: yes
      [19:22:15] * Number of floating-point constants for fragment programs: 512
      [19:22:15] * Number of integer constants for fragment programs: 0
      [19:22:15] * Number of boolean constants for fragment programs: 0
      [19:22:15] * Geometry programs: yes
      [19:22:15] * Number of floating-point constants for geometry programs: 2048
      [19:22:15] * Number of integer constants for geometry programs: 0
      [19:22:15] * Number of boolean constants for geometry programs: 0
      [19:22:15] * Tesselation Hull programs: no
      [19:22:15] * Number of floating-point constants for tesselation hull programs: 0
      [19:22:15] * Number of integer constants for tesselation hull programs: 0
      [19:22:15] * Number of boolean constants for tesselation hull programs: 0
      [19:22:15] * Tesselation Domain programs: no
      [19:22:15] * Number of floating-point constants for tesselation domain programs: 0
      [19:22:15] * Number of integer constants for tesselation domain programs: 13824
      [19:22:15] * Number of boolean constants for tesselation domain programs: 12336
      [19:22:15] * Compute programs: no
      [19:22:15] * Number of floating-point constants for compute programs: 30752
      [19:22:15] * Number of integer constants for compute programs: 12576
      [19:22:15] * Number of boolean constants for compute programs: 12848
      [19:22:15] * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4fp gp4gp gp4vp gpu_fp gpu_gp gpu_vp nvgp4 vp30 vp40
      [19:22:15] * Texture Compression: yes
      [19:22:15] - DXT: yes
      [19:22:15] - VTC: yes
      [19:22:15] - PVRTC: no
      [19:22:15] - ATC: no
      [19:22:15] - ETC1: no
      [19:22:15] - ETC2: no
      [19:22:15] - BC4/BC5: no
      [19:22:15] - BC6H/BC7: no
      [19:22:15] * Scissor Rectangle: yes
      [19:22:15] * Hardware Occlusion Query: yes
      [19:22:15] * User clip planes: yes
      [19:22:15] * VET_UBYTE4 vertex element type: yes
      [19:22:15] * Infinite far plane projection: yes
      [19:22:15] * Hardware render-to-texture: yes
      [19:22:15] * Floating point textures: yes
      [19:22:15] * Non-power-of-two textures: yes
      [19:22:15] * 1d textures: yes
      [19:22:15] * Volume textures: yes
      [19:22:15] * Multiple Render Targets: 8
      [19:22:15] - With different bit depths: yes
      [19:22:15] * Point Sprites: yes
      [19:22:15] * Extended point parameters: yes
      [19:22:15] * Max Point Size: 2047
      [19:22:15] * Vertex texture fetch: yes
      [19:22:15] * Number of world matrices: 0
      [19:22:15] * Number of texture units: 16
      [19:22:15] * Stencil buffer depth: 8
      [19:22:15] * Number of vertex blend matrices: 0
      [19:22:15] - Max vertex textures: 32
      [19:22:15] - Vertex textures shared: yes
      [19:22:15] * Render to Vertex Buffer : yes
      [19:22:15] * Hardware Atomic Counters: no
      [19:22:15] * GL 1.5 without VBO workaround: no
      [19:22:15] * Frame Buffer objects: yes
      [19:22:15] * Frame Buffer objects (ARB extension): no
      [19:22:15] * Frame Buffer objects (ATI extension): no
      [19:22:15] * PBuffer support: yes
      [19:22:15] * GL 1.5 without HW-occlusion workaround: no
      [19:22:15] * Vertex Array Objects: no
      [19:22:15] * Separate shader objects: no
      [19:22:15] DefaultWorkQueue('Root') initialising on thread main.
      [19:22:15] Particle Renderer Type 'billboard' registered
      [19:22:15] Creating resource group 3DFRenderer
      [19:22:15] Added resource location './' of type 'FileSystem' to resource group '3DFRenderer'
      [19:22:15] Added resource location './data.arc' of type 'Zip' to resource group 'General'
      [19:22:15] Parsing scripts for resource group 3DFRenderer
      [19:22:15] Finished parsing scripts for resource group 3DFRenderer
      [19:22:15] Creating resources for group 3DFRenderer
      [19:22:15] All done
      [19:22:15] Parsing scripts for resource group Autodetect
      [19:22:15] Finished parsing scripts for resource group Autodetect
      [19:22:15] Creating resources for group Autodetect
      [19:22:15] All done
      [19:22:15] Parsing scripts for resource group General
      [19:22:15] Parsing script proper-definitions.fontdef
      [19:22:15] Finished parsing scripts for resource group General
      [19:22:15] Creating resources for group General
      [19:22:15] All done
      [19:22:15] Parsing scripts for resource group Internal
      [19:22:15] Finished parsing scripts for resource group Internal
      [19:22:15] Creating resources for group Internal
      [19:22:15] All done
      [19:22:15] Loading resource group '3DFRenderer' - Resources: 1 World Geometry: 1
      [19:22:15] Finished loading resource group 3DFRenderer
      [19:22:15] Available physical memory: 60027 Mb.
      [19:22:15] 3DF Zephyr Evaluation v. 1.010 Ready.
      [19:25:14] Cleaning up temporary folder: C:/Users/JIMMYR~1/AppData/Local/Temp/3DF Zephyr Evaluation/


      Thats the entire log. Thanks

      Comment

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