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Hobbiton RC1 Released


Topic related to current development efforts on the core engine and demos

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Post Mon Sep 18, 2006 3:50 am

Hobbiton RC1 Released

Since hobbiton RC1 has been released this forum is now open to discuss any thing related to the release. If you are interested in keeping up to date with SVN, you can get the hobbiton branch at https://svn.sourceforge.net/svnroot/axiomengine/branches/hobbiton

Looking forward to hearing from everyone on this release.

EDIT: fixed url.
Last edited by Borrillis on Mon Sep 18, 2006 10:05 pm, edited 1 time in total.
Borrillis
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Post Mon Sep 18, 2006 12:57 pm

Wow, very nice! Great work, Borrillis. After going through some of the demos in both the DirectX and Tao.OpenGL renderer, I'm convinced that Axiom will live on.... You should post some screenshots up on the wiki somewhere.
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Post Mon Sep 18, 2006 7:36 pm

Re: Hobbiton RC1 Released

Borrillis wrote:https://svn.sourceforge.net/svnroot/axiomengine/branches/hobbiton.


FYI to checkout this release from SVN remove the trailing dot in the url, or just use this url:

https://svn.sourceforge.net/svnroot/axi ... s/hobbiton

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Post Tue Sep 19, 2006 3:18 pm

Well I downloaded it and ran it and was impressed with how stable it was. I only had one of the demos crash on me. There seamed be a few bugs with the rendering though. A few of the demos didn’t show up at all or ran at a ridiculously low fps. Then again I don’t have a top of the line graphics card (it can barely run Half-life 2 at 35 fps.)

I also get a Loader lock exception when I try to build it myself.
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Post Tue Sep 19, 2006 9:48 pm

BioSlayer wrote:Well I downloaded it and ran it and was impressed with how stable it was.

Great, love to hear that.
BioSlayer wrote:I only had one of the demos crash on me. There seamed be a few bugs with the rendering though. A few of the demos didn’t show up at all or ran at a ridiculously low fps.

Can you give me some more details, I'd like to know what problems you're seeing with the demos.
BioSlayer wrote: Then again I don’t have a top of the line graphics card (it can barely run Half-life 2 at 35 fps.)

Well, all the demos should run unless your using a straight vga card from the mid 90's.
BioSlayer wrote:I also get a Loader lock exception when I try to build it myself.

This is a well known issue with Managed DX 1.0 and VS 2005. You need to disable the Managed Debugging Assistant named LoaderLock. A full description of how to diable the LoaderLock MDA is here.
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Post Wed Sep 20, 2006 9:10 am

Well, all the demos should run unless your using a straight vga card from the mid 90's.


Not quite. Mid-level cards like the Mobility Radeon on my notebook won't run a few of the demos (e.g. CelShading) because the hardware won't support them. But most of them do run just fine.
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Post Wed Sep 20, 2006 10:50 am

I was being just a little bit sarcastic.
:roll:
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Post Sat Sep 23, 2006 11:55 am

Borrillis wrote:Can you give me some more details, I'd like to know what problems you're seeing with the demos.



I ran these demos at the default rendering settings. MDX9 800x600 @ 32 bit-color
1) BezierPatch: works 300 fps.
2) Bsp: runs at about 3 fps and looks like clipping is screwed up I only see a few planes if I see anything.
3) CameraTrack: works 200 fps.
4) CelShading: works 280 fps.
5) CubeMapping: crashes on startup
6) Dot3Bump: only extream tips of object appears at 250 fps
7) EnvMapping: works 280 fps.
8) Fresnel: water does not appear (it looks like a scan line) at 40 fps.
9) FrustumCulling: works 290 fps
10) HardwareOcclusion: works 250 fps.
11) Lights: works 170 fps.
12) OffsetMapping: works 260 fps.
13) ParticleFX: works 240 fps.
14) RenderToTexture: works 40 fps.
15) Shadows: works 25 fps.
16) SkeletalAnimation: works 270 fps.
17) SkyBox: works 220 fps.
18) SkyDome: works 204 fps.
19) SkyPlane: works at 290 fps but at certain angles the wings on the dragon don’t appear.
20) Smoke: works 130 fps.
21) Terrain: works 60 fps.
22) TextureFX: works 210 fps.
23) Transparency: works 190 fps.
24) Tutorial1: works 400 fps.
25) Water:
Water 0-3: see nothing but the head at 210 fps.
Water 4-5: works at 210 fps.
Water 6-8: works at 210 but looks like shards of glass shattering instead of water.
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Post Sun Sep 24, 2006 10:47 am

Awesome details, thanks a lot. Can you give some details about your hardware?

For the CubeMapping demo, what is the error that gets reported?
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Post Sun Sep 24, 2006 3:15 pm

Borrillis wrote:Awesome details, thanks a lot. Can you give some details about your hardware?


Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
Language: English (Regional Setting: English)
System Manufacturer: TOSHIBA
System Model: Satellite R25
BIOS: v1.30
Processor: Genuine Intel(R) CPU T2050 @ 1.60GHz (2 CPUs)
Memory: 1016MB RAM
Page File: 366MB used, 2077MB available
Video Card name: Mobile Intel(R) 945GM Express Chipset Family

Borrillis wrote:For the CubeMapping demo, what is the error that gets reported?

The rendering window just appeared then disappeared without any dialog boxes or error messages.

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Post Sun Sep 24, 2006 5:50 pm

The rendering window just appeared then disappeared without any dialog boxes or error messages.

What does the log file say? (Look in the demos folder for AxiomDemos.log)

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Post Sun Sep 24, 2006 11:24 pm

c0d3g33k wrote:What does the log file say? (Look in the demos folder for AxiomDemos.log)

OK here is the entire thing:

[10:22:21] Zip Archive codec for ../../../Media/Archives/Water.zip created.
[10:22:21] Zip Archive codec for ../../../Media/Textures/SkyBoxes.zip created.
[10:22:21] Zip Archive codec for ../../../Media/Archives/chiropteraDM.zip created.
[10:22:24] ---RenderSystem capabilities---
[10:22:24] -Available texture units: 8
[10:22:24] -Maximum lights available: -1
[10:22:24] -Hardware generation of mip-maps: no
[10:22:24] -Texture blending: yes
[10:22:24] -Anisotropic texture filtering: yes
[10:22:24] -Dot product texture operation: yes
[10:22:24] -Cube Mapping: yes
[10:22:24] -Hardware stencil buffer: yes
[10:22:24] -Stencil depth: 8 bits
[10:22:24] -Two sided stencil support: yes
[10:22:24] -Wrap stencil values: yes
[10:22:24] -Hardware vertex/index buffers: yes
[10:22:24] -Vertex programs: yes
[10:22:24] -Max vertex program version: vs_3_0
[10:22:24] -Fragment programs: yes
[10:22:24] -Max fragment program version: ps_2_0
[10:22:24] -Texture compression: yes
[10:22:24] -DXT: yes
[10:22:24] -VTC: no
[10:22:24] -Scissor rectangle: yes
[10:22:24] -Hardware Occlusion Query: no
[10:22:24] -User clip planes: yes
[10:22:24] -VertexElementType.UBYTE4: yes
[10:22:24] -Infinite far plane projection: yes
[10:22:24] D3DTexture: Loading Flare.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading basic_droplet.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading flaretrail.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading smoke.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading Border_Center.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading Border.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading Border_Break.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading Garamond.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading AxiomLogo.png with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading PalatinoLinotype.png with 5 mipmaps from an Image.
[10:22:24] Creating viewport rendering from camera 'MainCamera', relative dimensions L:0,T:0,W:1,H:1, Z-Order:100
[10:22:24] Viewport for camera 'MainCamera' - actual dimensions L:0,T:0,W:800,H:600
[10:22:24] D3DTexture: Loading cubescene_fr.jpg with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading cubescene_bk.jpg with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading cubescene_lf.jpg with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading cubescene_rt.jpg with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading cubescene_up.jpg with 5 mipmaps from an Image.
[10:22:24] D3DTexture: Loading cubescene_dn.jpg with 5 mipmaps from an Image.
[10:22:24] Mesh: Loading 'ogrehead.mesh'...
[10:22:25] D3DTexture: Loading WeirdEye.png with 5 mipmaps from an Image.
[10:22:25] D3DTexture: Loading GreenSkin.jpg with 5 mipmaps from an Image.
[10:22:25] D3DTexture: Loading spheremap.png with 5 mipmaps from an Image.
[10:22:25] D3DTexture: Loading dirt01.jpg with 5 mipmaps from an Image.
[10:22:25] D3DTexture: Loading cubescene.jpg with 5 mipmaps from an Image.
[10:22:25] Error in the application.
-2005530516 (D3DERR_INVALIDCALL)
at Microsoft.DirectX.Direct3D.Device.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primCount)
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem.Render(RenderOperation op)
at Axiom.Core.SceneManager.RenderSingleObject(IRenderable renderable, Pass pass, Boolean doLightIteration, LightList manualLightList)
at Axiom.Core.SceneManager.RenderSolidObjects(SortedList list, Boolean doLightIteration, LightList manualLightList)
at Axiom.Core.SceneManager.RenderBasicQueueGroupObjects(RenderQueueGroup group)
at Axiom.Core.SceneManager.RenderQueueGroupObjects(RenderQueueGroup group)
at Axiom.Core.SceneManager.RenderVisibleObjects()
at Axiom.Core.SceneManager.RenderScene(Camera camera, Viewport viewport, Boolean showOverlays)
at Axiom.Core.Viewport.Update()
at Axiom.Graphics.RenderTarget.Update()
at Axiom.Graphics.RenderWindow.Update()
at Axiom.Graphics.RenderSystem.UpdateAllRenderTargets()
at Axiom.Core.Root.RenderOneFrame()
at Axiom.Core.Root.StartRendering()
at Axiom.Demos.TechDemo.Start()

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