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Lunarovich

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  1. Here is the relevant line OpenGL core profile version string: 4.4.13374 Core Profile Context 15.20.1013 Hold on, this will be long name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: ATI server glx version string: 1.4 server glx extensions: GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control client glx vendor string: ATI client glx version string: 1.4 client glx extensions: GLX_AMD_gpu_association, GLX_ARB_context_flush_control, GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory, GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_NV_swap_group, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_swap_barrier, GLX_SGIX_swap_group, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync GLX version: 1.4 GLX extensions: GLX_ARB_context_flush_control, GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, GLX_EXT_import_context, GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_swap_control, GLX_NV_swap_group, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_swap_barrier, GLX_SGIX_swap_group, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 7600M Series OpenGL core profile version string: 4.4.13374 Core Profile Context 15.20.1013 OpenGL core profile shading language version string: 4.40 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: GL_AMDX_debug_output, GL_AMDX_vertex_shader_tessellator, GL_AMD_conservative_depth, GL_AMD_debug_output, GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete, GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_query_buffer_object, GL_AMD_sample_positions, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export, GL_AMD_shader_trace, GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles, GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_tessellator, GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, 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_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, 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_pipeline_statistics_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_program_interface_query, GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, 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_image_load_store, GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier, 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_snorm, 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_transform_feedback_overflow_query, 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_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, 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_copy_buffer, GL_EXT_copy_texture, 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_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, 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_polygon_offset_clamp, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, 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_add, 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_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_WIN_swap_hint OpenGL version string: 4.4.13374 Compatibility Profile Context 15.20.1013 OpenGL shading language version string: 4.40 OpenGL context flags: (none) OpenGL profile mask: compatibility profile OpenGL extensions: GL_AMDX_debug_output, GL_AMDX_vertex_shader_tessellator, GL_AMD_conservative_depth, GL_AMD_debug_output, GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend, GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete, GL_AMD_performance_monitor, GL_AMD_pinned_memory, GL_AMD_query_buffer_object, GL_AMD_sample_positions, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export, GL_AMD_shader_trace, GL_AMD_texture_cube_map_array, GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles, GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_tessellator, GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clear_texture, GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compatibility, GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader, GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_cull_distance, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect, GL_ARB_draw_instanced, GL_ARB_enhanced_layouts, 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_get_texture_sub_image, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, 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_pipeline_statistics_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_program_interface_query, GL_ARB_provoking_vertex, GL_ARB_query_buffer_object, GL_ARB_robust_buffer_access_behavior, 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_image_load_store, GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object, GL_ARB_shader_subroutine, GL_ARB_shader_texture_image_samples, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader, GL_ARB_texture_barrier, 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_snorm, 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_transform_feedback_overflow_query, 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_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, 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_copy_buffer, GL_EXT_copy_texture, 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_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_histogram, 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_polygon_offset_clamp, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, GL_EXT_texture_compression_bptc, 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_add, 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_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_KHR_context_flush_control, GL_KHR_debug, GL_KHR_robust_buffer_access_behavior, GL_KHR_robustness, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float, GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float, GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, GL_WIN_swap_hint 49 GLX Visuals visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat ---------------------------------------------------------------------------- 0x023 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x024 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x025 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x026 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x027 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x028 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x029 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x02a 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x02b 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x02c 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x02d 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x02e 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x02f 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x030 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x031 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x032 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x033 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x034 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x035 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x036 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x037 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x038 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x039 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x03a 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x03b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x03c 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x03d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x03e 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x03f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x040 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x041 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x042 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x043 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x044 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x045 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x046 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x047 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x048 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x049 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x04a 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x04b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x04c 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x04d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x04e 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x04f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x050 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x051 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x052 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x087 32 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 Ncon 59 GLXFBConfigs: visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat ---------------------------------------------------------------------------- 0x023 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x024 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x025 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x026 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x027 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x028 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x029 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x02a 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x02b 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x02c 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x02d 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x02e 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x02f 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x030 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x031 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x032 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x033 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x034 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x035 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x036 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x037 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x038 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x039 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x03a 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x03b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x03c 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 None 0x03d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x03e 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 None 0x03f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x040 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None 0x041 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x042 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None 0x043 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x044 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 2 1 None 0x045 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x046 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 2 1 None 0x047 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x048 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None 0x049 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x04a 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 None 0x04b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x04c 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 6 1 None 0x04d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x04e 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 6 1 None 0x04f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x050 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None 0x051 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x052 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 8 1 None 0x087 32 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 4 1 Ncon 0x087 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 Ncon 0x087 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 Ncon 0x087 32 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 Ncon 0x087 32 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 Ncon 0x087 0 tc 0 128 0 y . 32 32 32 32 . . 0 24 0 0 0 0 0 0 0 None 0x087 0 tc 0 128 0 . . 32 32 32 32 . . 0 24 0 0 0 0 0 0 0 None 0x087 0 tc 0 64 0 y . 16 16 16 16 . . 0 24 0 0 0 0 0 0 0 None 0x087 0 tc 0 64 0 . . 16 16 16 16 . . 0 24 0 0 0 0 0 0 0 None 0x087 0 tc 0 32 0 y . 11 11 10 0 . . 0 24 0 0 0 0 0 0 0 None 0x087 0 tc 0 32 0 . . 11 11 10 0 . . 0 24 0 0 0 0 0 0 0 None
  2. Hi. I still haven't managed to solve the problem. Here are, for the brevity sake, first 24 lines of glxinfo output: name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: ATI server glx version string: 1.4 server glx extensions: GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control client glx vendor string: ATI client glx version string: 1.4 client glx extensions: GLX_AMD_gpu_association, GLX_ARB_context_flush_control, GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory, GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_NV_swap_group, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_swap_barrier, GLX_SGIX_swap_group, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,
  3. It would be very useful to have a noise generating function. Given such parameters as x and y, along with parameters such as frequence, amplitude, persistance and octave - as explained in this article - this function would return a noise value at the selected coordinated. A function could be used for many things, such as random motion, landscape and cloud generation, etc. This function would be consistent with an existing API, which gives us already such functions as Curve and Lerp. It would not make an overhead or a clutter, since it's relatively basic and is used very often in the game development.
  4. In general, yes. However, if no system monitor - such as top - is showing any resource leaking and the problem does not appear when I play games and use other game creation software, then there is a very high probability that the problem has to do something with LE. Thanks for the interest. Will do it when I get to my dev machine.
  5. The main issue, in fact, is not a win-lin performance difference. As far as I can tell, the performance is nearly the same. Problem is the following: when I start the ubuntu session (after the restart of the computer), I get the same or near same FPS as in Win. However, after a few LE or LE game restarts, LE starts to show poor FPS. Something does happen in the mean time which slows the LE down. No, I don't have the switchable GPU. Regarding the AMD drivers, I installed them from Ubuntu repos: fglrx-updates. Why? Because in almost two years that I have this laptop, I didn't manage to install a working version of the AMD drivers from the AMD site. Either I had no clue why it did not work or the module would not compile for different reasons (for example, the last version of drivers is known not to work with the current ubuntu kernel). And I followed exactly the instructions from the AMD site, to that extent that I know them by heart probably now P.S. I've tried to run the executable directly, but to no avail. The same poor FPS.
  6. Thanks. Will try it. Anyway, I would prefer that this be changed than to fiddle with search&replace everytime I start a new project...
  7. Sure... I should change a title of the post, since I do talk about a win-lin FPS diff anymore. Rather, I have good FPS at the beginning of the Ubuntu session. Suddently, without any obvious reason, I start to get low FPS until I restart the machine. Fiddled with catalyst center and with compiz, but to no avail...
  8. Thanks. Didn't help at all. This is becoming really annoying! It's completely unpredictable. On the same default example maps I get different performance on Ubuntu in different LE sessions and on the same machine/environment.
  9. So, I have installed Ubuntu 15.04 on my laptop with AMD Radeon HD 7500M/7600M Series. I'm using proprietary drivers on Ubuntu. Otherwise, LE and Steam won't work. I should also note that other games run fine and that I cannot see the difference in performance between Windows and Linux. Now, as to LE, it runs just fine under Windows. However, on Linux, I get about ~45 with very simple scenes. When I grab an object using First Person Shooter script, for example, fps drops to ~35 even though nothing new gets drawn on the screen. This kind of behavior annoys me very much. Since I don't want to go back to Windows and like LE very much, the issue is very important to me. Any help would be much appreciated.
  10. In fact, you have never told to lua that Script.timer is a number and what is it's initial value. So, when your program reaches the line that says self.timer = self.timer + (Time:GetSpeed()/100) The value of the self.timer is nil. You cannot add nil to a number. So, in order to fix this, you just have to say Script.timer = 0 in the third line of your code. That way, Lua will know that your variable is a number and what is it's initial value. EDIT In fact, it seems that your program never gets into the UpdateWorld function. That's because it expects you to put a = somewhere "near" the function. Anyway, initialize Script.time = 0, and you'll be fine.
  11. When created, every entity script starts with a code like this: --[[ function Script:Start() end ]]-- --[[ function Script:UpdateWorld() end ]]-- --[[ function Script:UpdatePhysics() end ]]-- -- etc. Now, according to PIL, a common trick to comment out a block of code goes like this --[[ print(10) -- no action (comment) --]] If we add a hyphen to the first comment line, we get this: ---[[ print(10) --> 10 --]] Unfortunately, with a LE current default comment, we cannot do this. That's because the author of the default script was thinkng of Lua comments in the vein of C++ /* and */, which is, however, a wrong approach, since Lua comments do not function in that way. So, if you add a hyphen, you'll get this: ---[[ function Script:Start() end ]]-- --[[ function Script:UpdateWorld() end ]]-- --[[ function Script:UpdatePhysics() end ]]-- -- etc. and that's obviously unwanted and error-generating result, since Lua does not know what to do with ]] part of the ]]--. So, please correct this, so we can quickly comment out entity functions. Thanks.
  12. I would like to download docs myself in an official package. For now, you'll have to use an internet site downloading tool. Those come with a possibility to restrict a depth level of downloaded links as well to restrict the download to the domain in question. The easiest thing would be, in my opinion, to start from the API index and simply download one level depth links. If you are using Linux, then wget is an excellent tool to do that. Otherwise, you can try this nice tool for Firefox.
  13. An object script as a class concept does alleviate a need to use classes extensively. What I like about LE is the fact that, unlike Unity for example, you can have a script which is totally unrelated to any game object. What is more, you can "import" or "require" it from Main.lua script or from any object script. That said and if you keep in mind that in Lua functions are first-class citizens, you can hava a simple table of useful functions and dynamically assign them or remove them from entities via "self.entity.func_name = global_table_name.func_name" or "self.entity.func_name = nil". That's quite a duck typing, kind a strange to c++ only users, but it's a great technique for game development, IMO. In this way you can have a "multi-class" entity or make entity dynamically change class. Really neat, if you ask me
  14. Just as the title says, I would like to be able to use those two functions in Lua. For now, I have to use undocumented Buffer methods (plus Context:Plot) in order to draw on a texture, and I would like to use only documented things. Thank you!
  15. You're welcome! Just for the record, in order to "require 'middleclass'", as specified in docs/tutorial on github, you'll have to uncheck "lua sandbox" in the options.
  16. In fact, according to this chapter in PIL, Lua is designed explicitely to cater for classes creation. The point is, Lua gives you the tools to create classes and lets you design the class system to your likings. Situation is somewhat similar as in JS (as far as I know prototype-based languages). You could try this excellent Lua class implementation. Of course, there are other implementations as well...
  17. I agree with this one totally. As far as I can see, LE users are more or less computer graphics savvys that like to do things in a simple way. This things include low level as well as high level aspects. An LE is nice because you can do low level and high level model or texture manipulation. For me, this is the most important aspect of LE and a reason I'm using it. Another nice thing is that a swinging door, for example, does not come as a black box, but as a model with a script attached - a script that you can read and modify to your likings. My point is that something like a swinging door is not built into LE. Rather, it's easily constructed thanks to LE's design. OK, sorry for not talking about PBR and SD. An SD support would be a really nice thing and would not harm the aforementioned design principles. On the other hand, for people that want rather simple but powerful way to create procedural textures, there is an excellent free NeoTextureEdit. Unfortunatelly, it seems to be no longer developed. Nevertheless, I use it all the time for my textures.
  18. As what regards execution, from my experience, it's sometimes possible to execute a file on the NTFS partition and sometimes it's not. For example, I was able to run a LE game executable on an NTFS drive in Linux. P.S. The reason I was using NTFS was having a dual boot. I needed to store files on the partition that's accessible both to Linux and Windows. An Ext4 partition is invisible, as if it was inexistant, in Windows.
  19. I'm running LE on Ubuntu with AMD driver. Now, I have 2 issues, a minor and a major one. Firstly, VSync does not seems to work (yes, I've set Context:Sync(true)). Secondly, when I start LE after rebooting, it's quite fast. I get around 90 fps with water included on simple maps. Quite satisfactory. However, after a LE restart or two (or after a longer session without a restart), I get around 35 fps even when there are no objects in the map. The only solution is to reboot a computer. Any ideas? Thanx! EDIT This happens when I plug in external monitor to my laptop regardless whether the build in monitor is turned on or off. When I use only lap top's build in monitor, the situation does not seem to happen. Needless to say, I want to be able to use my 24 inch monitor.
  20. Well, I understand and approve the idea to go for the simplicity and the most common use cases (the post-processing, here). However, I like LE precisely because it manages to couple simplicity with generality. A vertex manipulation (normals, uvs), for example, gives us a low level access to the mesh and empowers us to do wonderful things with a procedural geometry. And yet, it's very simple to use. Likewise, I use buffers for procedural textures. I generate a texture directly in a custom shader (insted of using Context's Plot function) and render it to the buffer. For example: -- Save the ref to the current shader & buffer. local context = Context:GetCurrent() local defaultShader = context:GetShader() local defaultBuffer = Buffer:GetCurrent() -- Specify a TEXTURE size. local textureSize = 128 -- Although we can use Context::Plot, -- we rather use the custom SHADER to draw a texture in the GPU. local customShader = Shader:Load("Scripts/Custom/drawimage.shader") -- Create a custom BUFFER to draw a texture to. -- static Buffer* Create(const int width, const int height, const int colorcomponents=1, -- const int depthbuffer=1, const int multisamplemode=0);//lua local customBuffer = Buffer:Create(textureSize, textureSize, 1, 1) Buffer:SetCurrent(customBuffer) -- must be called after Buffer:SetCurrent() context:SetShader(customShader) -- DRAW the texture and store it in the local variable. --context:SetBlendMode(Blend.Alpha) local texture = customBuffer:GetColorTexture(0) context:DrawImage(texture, 0, 0) -- Restore previous buffer and shader. Buffer:SetCurrent(defaultBuffer) context:SetShader(defaultShader) I would be very disappointed to see the possibility to do something like this removed, only because the use of buffers was meant as a hack to enable post-processing. For me, the possiblity to directly manipulate buffers is as essential as a possiblity to directly manipulate vertices.
  21. Thanks. Just for the reference, here is the offical doc on FBOs. While we're at it, I find the use of FBOs one of the top features of LE. Is the absence of official docs the sign that the feature or its interface might change, or is it just a question of priorities?
  22. A quick question: does LE Buffer class refers to/wraps this OpenGL object (Renderbuffer object). Thanx.
  23. I've started a project in Windows and the project is on the NTFS partition. Other modifications do get saved. EDIT: It's definitely a NTFS partition issue. Linux version of LE cannot handle it. On the ext4 partition, scripts get attached as expected.
  24. I'm using the Ubuntu distribution of Linux. Everytime I try to attach a script to an object via the editor, the script appears to be attached and I save the map. When I select another object and select the object in question again, there is no script attached anymore. Likewise, the runtime completely ignores the script.
  25. Emacs has quite steep learning curve. I've been using it for various purposes for years now. If you want some quick and decent solution, I can only recommend Atom.io It's a modular editor based on package system. There is a nice package for Lua (you install it from the editor) which does syntax highlighting and auto-indentation. There are also packages for auto-completion and similar programming necessities.
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