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re:
Posted: Tue Feb 26, 2008 9:25 pm
by PI
Yep, you were right.
Here and
here.
Cheers,
PI
Posted: Tue Feb 26, 2008 11:41 pm
by sudi
Well that seams like its not compiling the shader progamm. but actually there is a fallback material hmmm. i will check that.
Hey JP why is it not loading for u? or is it a shader bug too?
Posted: Wed Feb 27, 2008 8:39 am
by Virion
Mine works though. By the way I can bind the orc's head into the wall.
Nice shaders anyway.
Posted: Wed Feb 27, 2008 1:41 pm
by Monochrome
Virion wrote:Mine works though. By the way I can bind the orc's head into the wall.
Nice shaders anyway.
It's a goblin and we are aware of that :p.
Posted: Wed Feb 27, 2008 3:25 pm
by BlindSide
Sudi wrote:Well that seams like its not compiling the shader progamm. but actually there is a fallback material hmmm. i will check that.
Hey JP why is it not loading for u? or is it a shader bug too?
Fallback only works if the shader model is unsupported and this is detected. In this case someone tried to modify a varying in the pixel shader so there was a compile error. The ATI compiler is strict so it will complain about this stuff.
Btw the screenshots are nice, especially the goblin model, I wish you luck.
JP seems to have a problem with FBOs, as my cubemapping thing doesn't work either (Due to FBO bug or something), what video card do you have JP?
Posted: Wed Feb 27, 2008 4:07 pm
by JP
I don't actually know what gfx card i've got as this is my work PC and i don't have sufficient rights to view the device manager (any other way of finding out?)
Posted: Wed Feb 27, 2008 5:10 pm
by xray
As I have the same problem here as JP, my video card is a ATI Radeon X1900GT 256MB...
Posted: Wed Feb 27, 2008 5:58 pm
by FuzzYspo0N
Posted: Thu Feb 28, 2008 10:11 am
by monkeycracks
Looks nice, I ran the demo but got a horrible framerate. Reminds me of dungeon keeper with the look of it.
Posted: Thu Feb 28, 2008 10:36 am
by Monochrome
monkeycracks wrote:Looks nice, I ran the demo but got a horrible framerate. Reminds me of dungeon keeper with the look of it.
Dungeon Keeper is actually our main inspiration source

Posted: Thu Feb 28, 2008 11:10 am
by monkeycracks
I supposed that would explain it then. Best of luck with it and I can't wait for a full release
BTW my computer specs with a low FPS were :
GeForce 7900 GS
1.6ghz x's 2 Processors
2gb memory
Posted: Thu Feb 28, 2008 12:03 pm
by sudi
what fps did u get?
should be somewhere around 100
Posted: Thu Feb 28, 2008 2:33 pm
by monkeycracks
Around 11-19
35-40 if I stnad in a corner and look away from the map.
Posted: Thu Feb 28, 2008 3:11 pm
by rogerborg
Just dies for me with "Dungeoneer!.exe has encountered a problem and needs to close. We are sorry for the inconvenience." after I click "Start".
Well, at least you're sorry for it.
Code: Select all
C:\dev\DungeoneerDemoBombing>Dungeoneer!.exe CrazyBombing2.dll
Irrlicht Engine version 1.4
Microsoft Windows XP Professional Service Pack 2 (Build 2600)
Using renderer: OpenGL 1.3.4582
RADEON 9200SE DDR x86/SSE2: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL not available.
Loaded texture: bild.bmp
Bump - queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) failed
This demo requires OpenGL with GLSL High-Level shaders
Bloom - queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) failed
Loaded texture: textures/rock_wall1_h.png
Loaded texture: textures/rockwall_height.bmp
Loaded texture: models/diffuse_bump.jpg
Loaded mesh: models/wallbump.3ds
Loaded mesh: models/wallbump2.3ds
Loaded mesh: models/wallbump3.3ds
Loaded mesh: models/wallbump4.3ds
Loaded mesh: models/wallbump5.3ds
Loaded texture: textures/rock_wall1.png
Loaded texture: textures/rock_wall1_hi.png
Loaded texture: textures/rockwall.bmp
Loaded texture: textures/rockwall_normal.bmp
load Level
Read filetype: 'DGN'
-load Maze
-load Selected
Windows XP build 2600 [Service Pack 2]
C.P. Technologies Inc. RADEON 9200SE 128Mb
CPU RV280
Drivers 6.14.10.6476 - Catalyst 04.9
DirectX Version 9.0c
OpenGL 1.3
I'll update the drivers on this POS and try again.
[UPDATE]
Same with 8.231.0.0 - Catalyst 06.3
Oh, I see:
Code: Select all
GLSL not available.
This demo requires OpenGL with GLSL High-Level shaders
Perhaps the app could handle this a bit more gracefully than committing seppuku.

Posted: Thu Feb 28, 2008 5:15 pm
by sudi
well that shouldn't happen actually. bc of the fallback i taked about before. i will check that out rogerborg.