Application Log Start: Wed Jul 29 18:24:41 2015
Initializing System::findDataFile took 0.002883s
Entering GApp::GApp() cwd = K:\games\Nvidia_gi System::setAppDataDir("K:\games\Nvidia_gi\") Initializing System::findDataFile took 0.000278s Setting video mode wglSwapIntervalEXT(0); Enabling separate specular lighting. Setting initial rendering state. Done setting initial state. 104 ImageFormats: Format Readable Writeable L8 Yes Yes L16 Yes No L16F Yes Yes L32F Yes Yes A8 Yes Yes A16 Yes No A16F Yes Yes A32F Yes Yes LA4 Yes Yes LA8 Yes Yes LA16 Yes No LA16F Yes Yes LA32F Yes Yes RGB5 Yes Yes RGB5A1 Yes Yes RGB8 Yes Yes RGB10 Yes Yes RGB10A2 Yes Yes RGB16 Yes Yes RGB32F Yes Yes R11G11B10F Yes Yes RGB9E5F Yes No RGB8I Yes Yes RGB8UI Yes Yes RGBA8I Yes Yes RGBA8UI Yes Yes RGB8_SNORM Yes No RGBA8_SNORM Yes No RGB16_SNORM Yes No RGBA16_SNORM Yes No BGR8 Yes Yes BGRA8 Yes Yes R8 Yes Yes R8I Yes Yes R8UI Yes Yes R8_SNORM Yes No R16 Yes Yes R16I Yes Yes R16UI Yes Yes R16_SNORM Yes No R16F Yes Yes R32I Yes Yes R32UI Yes Yes RG8 Yes Yes RG8I Yes Yes RG8UI Yes Yes RG8_SNORM Yes No RG16_SNORM Yes No RG16F Yes Yes R32F Yes Yes RG32F Yes Yes RGBA8 Yes Yes RGBA16 Yes Yes RGBA16F Yes Yes RGBA32F Yes Yes RGB32I Yes No RGB32UI Yes No RGBA32I Yes Yes RGBA32UI Yes Yes RGBA4 Yes Yes RGBA2 Yes Yes YUV420_PLANAR No No YUV422 No No YUV444 No No RGB_DXT1 Yes No RGBA_DXT1 Yes No RGBA_DXT3 Yes No RGBA_DXT5 Yes No SRGB8 Yes Yes SRGBA8 Yes Yes SL8 Yes Yes SLA8 Yes Yes SRGB_DXT1 Yes No SRGBA_DXT1 Yes No SRGBA_DXT3 Yes No SRGBA_DXT5 Yes No DEPTH16 Yes No DEPTH24 Yes No DEPTH32 Yes No DEPTH32F Yes No STENCIL1 No No STENCIL4 No No STENCIL8 Yes No STENCIL16 No No DEPTH24_STENCIL8 Yes No
Capability Minimum Desired Received Ok? ------------------------------------------------- * RENDER DEVICE Depth 16 bits 24 bits 24 bits ok Stencil 8 bits 8 bits 8 bits ok Alpha 8 bits ok Red 8 bits ok Green 8 bits ok Blue 8 bits ok FSAA 1 1 ok Width 1280 pixels ok Height 720 pixels ok Mode Windowed ok
This driver will support G3D 9.00: GLSL version 3.30 yes - GLSL version on this driver is 4.50 GPU Supports OpenGL 3.3 or later yes - OpenGL version on this driver is 4.5 GL_ARB_seamless_cube_map yes GL_ARB_sample_shading yes - Optional
Done initializing RenderDevice. Network StartupStarting WinSock networking. System = {
App {
Name = "K:\\games\\Nvidia_gi\\deepGbufferRadiosity.exe"
cwd = "K:\\games\\Nvidia_gi"
}
OS {
Name = "Windows 6.1 build 7601 Platform 2 S"
}
CPU {
Vendor = "AuthenticAMD"
Architecture = "3 - x64 Intel/AMD cores"
hasCPUID = Yes
hasMMX = Yes
hasSSE = Yes
hasSSE2 = Yes
hasSSE3 = Yes
has3DNow = Yes
hasRDTSC = Yes
numCores = 3
}
G3D {
Link version = 100002
Compile version = "G3D Innovation Engine 10.00 beta 2, 64-bit"
G3D10DATA = ""
}
GPU = {
Chipset = "GeForce GTX 670/PCIe/SSE2;"
Vendor = "NVIDIA Corporation;"
Driver = "9.18.13.5306;"
OpenGL version = "4.5.0 NVIDIA 353.06;"
Textures = 32 ;
Texture coordinates = 8 ;
Texture units = 4 ;
GL_MAX_TEXTURE_SIZE = 16384 ;
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 16384 ;
GL_MAX_COLOR_ATTACHMENTS = 8 ;
} ;
Window = {
API = "GLFW;"
Version = "3.0.0 Win32 WGL VisualC LoadLibrary(winmm);"
In focus = true;
Centered = true;
Framed = true;
Visible = true;
Resizable = true;
Full screen = false;
Top = 0 ;
Left = 0 ;
Width = 1280 ;
Height = 720 ;
Refresh rate = 85 ;
Alpha bits = 0 ;
Red bits = 8 ;
Green bits = 8 ;
Blue bits = 8 ;
Depth bits = 24 ;
Stencil bits = 8 ;
Asynchronous = true;
Stereo = false;
FSAA samples = 1 ;
GL extensions = [ GL_ARB_half_float_pixel,
GL_NV_fragment_program2,
GL_EXT_blend_subtract,
GL_EXT_shader_integer_mix,
GL_ARB_internalformat_query,
GL_NV_fog_distance,
GL_NV_register_combiners2,
GL_NV_point_sprite,
GL_NV_texture_shader2,
GL_ARB_shader_group_vote,
GL_EXT_texture_compression_latc,
GL_ARB_texture_compression_bptc,
GL_NV_parameter_buffer_object2,
WGL_EXT_swap_control,
GL_NV_vertex_array_range,
GL_SGIX_shadow,
GL_ARB_draw_indirect,
GL_NV_internalformat_sample_query,
GL_EXT_geometry_shader4,
GL_NVX_gpu_memory_info,
GL_EXT_timer_query,
GL_ARB_texture_rgb10_a2ui,
GL_NV_pixel_data_range,
GL_ARB_texture_non_power_of_two,
GL_EXT_texture_cube_map,
GL_EXT_texture_mirror_clamp,
GL_ARB_transform_feedback3,
GL_S3_s3tc,
GL_NV_texture_env_combine4,
GL_ARB_shader_texture_image_samples,
GL_EXT_texture_filter_anisotropic,
GL_NV_register_combiners,
GL_EXT_stencil_two_side,
GL_NV_copy_image,
GL_ARB_shader_image_load_store,
GL_NV_fragment_program_option,
GL_NV_float_buffer,
GL_ARB_cull_distance,
GL_EXT_vertex_attrib_64bit,
GL_NV_vertex_program2_option,
GL_ARB_shader_atomic_counters,
GL_ARB_compressed_texture_pixel_storage,
GL_NV_shader_thread_shuffle,
GL_NV_bindless_texture,
GL_EXT_packed_pixels,
GL_ARB_texture_view,
GL_EXTX_framebuffer_mixed_formats,
GL_NV_shader_storage_buffer_object,
GL_NV_primitive_restart,
GL_ARB_arrays_of_arrays,
GL_ARB_shader_subroutine,
GL_NV_path_rendering,
GL_ARB_enhanced_layouts,
GL_ARB_texture_cube_map_array,
GL_NVX_nvenc_interop,
GL_ARB_texture_env_combine,
GL_ARB_clip_control,
GL_ARB_instanced_arrays,
GL_NV_framebuffer_multisample_coverage,
GL_ARB_clear_texture,
GL_ARB_texture_cube_map,
GL_NV_texgen_reflection,
GL_ARB_gpu_shader5,
GL_ARB_framebuffer_object,
GL_ARB_tessellation_shader,
GL_NV_depth_clamp,
GL_NV_command_list,
GL_IBM_texture_mirrored_repeat,
GL_ARB_texture_query_levels,
GL_ARB_compatibility,
GL_ARB_seamless_cubemap_per_texture,
GL_EXT_vertex_array_bgra,
GL_NV_blend_square,
GL_ARB_explicit_uniform_location,
GL_AMD_multi_draw_indirect,
GL_NV_geometry_shader4,
GL_NV_half_float,
GL_NV_conditional_render,
GL_EXT_blend_equation_separate,
GL_NV_bindless_multi_draw_indirect,
GL_EXT_compiled_vertex_array,
GL_ARB_vertex_buffer_object,
GL_EXT_texture_compression_s3tc,
GL_ARB_texture_buffer_range,
GL_AMD_seamless_cubemap_per_texture,
GL_ARB_multi_draw_indirect,
GL_ARB_get_texture_sub_image,
GL_EXT_texture_env_add,
GL_ARB_draw_buffers_blend,
GL_NV_gpu_program4,
GL_NV_vertex_program,
GL_ARB_copy_image,
GL_NV_shader_atomic_float,
GL_NV_gpu_program4_1,
GL_EXT_framebuffer_blit,
GL_EXT_bindable_uniform,
GL_ARB_indirect_parameters,
GL_ARB_internalformat_query2,
GL_NV_copy_depth_to_color,
GL_EXT_texture_sRGB,
GL_ARB_texture_float,
GL_EXT_draw_range_elements,
GL_WIN_swap_hint,
GL_ARB_map_buffer_alignment,
GL_NV_gpu_shader5,
GL_ARB_sparse_buffer,
GL_ARB_sync,
GL_ARB_copy_buffer,
GL_ARB_shader_image_size,
GL_ARB_texture_env_add,
GL_NV_parameter_buffer_object,
GL_ARB_vertex_type_10f_11f_11f_rev,
GL_ARB_texture_compression,
GL_ARB_clear_buffer_object,
GL_ARB_direct_state_access,
GL_ARB_draw_instanced,
GL_EXT_framebuffer_multisample,
GL_NV_blend_equation_advanced,
GL_NV_uniform_buffer_unified_memory,
GL_NV_texture_rectangle,
GL_NV_vertex_attrib_integer_64bit,
GL_ARB_multi_bind,
GL_EXT_texture_object,
GL_ARB_multitexture,
GL_ARB_ES3_1_compatibility,
GL_ARB_window_pos,
GL_ARB_invalidate_subdata,
GL_NV_packed_depth_stencil,
GL_NV_draw_texture,
GL_EXT_provoking_vertex,
GL_ARB_texture_query_lod,
GL_ARB_robust_buffer_access_behavior,
GL_ARB_viewport_array,
GL_EXT_framebuffer_multisample_blit_scaled,
GL_NV_light_max_exponent,
GL_ARB_sample_shading,
GL_ARB_sparse_texture,
GL_EXT_texture_swizzle,
GL_EXT_texture_sRGB_decode,
GL_ARB_blend_func_extended,
GL_ARB_framebuffer_sRGB,
GL_EXT_framebuffer_object,
GL_ARB_timer_query,
GL_KHR_debug,
GL_SUN_slice_accum,
GL_ARB_depth_buffer_float,
GL_NV_ES3_1_compatibility,
GL_ARB_color_buffer_float,
GL_ARB_map_buffer_range,
GL_NV_shader_atomic_counters,
GL_EXT_packed_float,
GL_ARB_shading_language_100,
GL_ARB_fragment_shader,
GL_ARB_vertex_attrib_binding,
GL_EXT_blend_minmax,
GL_ARB_ES2_compatibility,
GL_NV_transform_feedback2,
GL_KHR_robust_buffer_access_behavior,
GL_ARB_half_float_vertex,
GL_ARB_vertex_shader,
GL_ARB_texture_gather,
GL_ARB_occlusion_query,
GL_NV_shader_buffer_load,
GL_EXT_bgra,
GL_EXT_stencil_wrap,
GL_NV_texture_shader,
GL_EXT_shader_image_load_store,
GL_NV_shader_thread_group,
GL_ARB_vertex_program,
GL_EXT_gpu_program_parameters,
GL_ARB_shader_precision,
GL_ARB_texture_mirror_clamp_to_edge,
GL_EXT_multi_draw_arrays,
GL_ARB_separate_shader_objects,
GL_EXT_texture_compression_rgtc,
GL_ARB_texture_env_crossbar,
GL_EXT_polygon_offset_clamp,
GL_ARB_base_instance,
GL_EXT_texture_lod_bias,
GL_ARB_depth_clamp,
GL_EXT_texture_storage,
GL_NV_occlusion_query,
GL_ARB_texture_buffer_object_rgb32,
GL_IBM_rasterpos_clip,
GL_EXT_Cg_shader,
GL_ARB_stencil_texturing,
GL_NV_vertex_program1_1,
GL_ARB_texture_stencil8,
GL_ARB_vertex_attrib_64bit,
GL_ARB_multisample,
GL_ARB_buffer_storage,
GL_EXT_vertex_array,
GL_ARB_gpu_shader_fp64,
GL_ARB_texture_storage,
GL_ARB_shader_bit_encoding,
GL_ARB_texture_rectangle,
GL_EXT_blend_color,
GL_ARB_transform_feedback_overflow_query,
GL_NV_multisample_coverage,
GL_NVX_conditional_render,
GL_ARB_fragment_coord_conventions,
GL_ARB_texture_mirrored_repeat,
GL_ARB_framebuffer_no_attachments,
GL_ARB_texture_barrier,
GL_ARB_compute_variable_group_size,
GL_NV_explicit_multisample,
GL_ARB_shader_objects,
GL_ARB_shading_language_420pack,
GL_EXT_texture_compression_dxt1,
GL_ARB_point_parameters,
GL_EXT_pixel_buffer_object,
GL_ARB_transform_feedback2,
GL_ARB_shading_language_packing,
GL_EXT_transform_feedback2,
GL_ARB_transpose_matrix,
GL_ARB_bindless_texture,
GL_EXT_gpu_shader4,
GL_EXT_texture_integer,
GL_ARB_shader_storage_buffer_object,
GL_ARB_fragment_program,
GL_ARB_vertex_array_bgra,
GL_NV_texture_multisample,
GL_ARB_texture_env_dot3,
GL_ARB_uniform_buffer_object,
GL_ARB_robustness,
GL_NV_gpu_program_fp64,
GL_EXT_depth_bounds_test,
GL_EXT_texture3D,
GL_ARB_explicit_attrib_location,
GL_NV_vertex_program3,
GL_ARB_texture_rg,
GL_EXT_texture_edge_clamp,
GL_EXT_abgr,
GL_NV_ES1_1_compatibility,
GL_ARB_shader_draw_parameters,
GL_ARB_texture_border_clamp,
GL_ARB_shading_language_include,
GL_NV_multisample_filter_hint,
GL_EXT_texture_env_dot3,
GL_NV_depth_buffer_float,
GL_ARB_pixel_buffer_object,
GL_ARB_program_interface_query,
GL_NV_texture_compression_vtc,
GL_ATI_draw_buffers,
GL_NV_vertex_buffer_unified_memory,
GL_ARB_draw_elements_base_vertex,
GL_ARB_get_program_binary,
GL_NV_fence,
GL_ARB_transform_feedback_instanced,
GL_EXT_secondary_color,
GL_ARB_texture_compression_rgtc,
GL_EXT_draw_instanced,
GL_ARB_texture_storage_multisample,
GL_NV_gpu_program5_mem_extended,
GL_EXT_texture_shared_exponent,
GL_ARB_debug_output,
GL_NV_fragment_program,
GL_ARB_texture_buffer_object,
GL_ARB_texture_swizzle,
GL_NV_texture_shader3,
GL_SGIS_generate_mipmap,
GL_ATI_texture_float,
GL_ARB_draw_buffers,
GL_ARB_imaging,
GL_EXT_rescale_normal,
GL_KHR_blend_equation_advanced,
GL_ARB_occlusion_query2,
GL_EXT_import_sync_object,
GL_ARB_shadow,
GL_EXT_fog_coord,
GL_EXT_texture_env_combine,
GL_ARB_query_buffer_object,
GL_EXT_packed_depth_stencil,
GL_ATI_texture_mirror_once,
GL_ARB_derivative_control,
GL_KTX_buffer_region,
GL_NV_gpu_program5,
GL_EXT_draw_buffers2,
GL_EXT_point_parameters,
GL_NV_compute_program5,
GL_ARB_point_sprite,
GL_EXT_texture_array,
GL_ARB_seamless_cube_map,
GL_SGIX_depth_texture,
GL_EXT_direct_state_access,
GL_ARB_pipeline_statistics_query,
GL_ARB_conservative_depth,
GL_EXT_texture_buffer_object,
GL_EXT_separate_specular_color,
GL_ARB_sampler_objects,
GL_ARB_ES3_compatibility,
GL_ARB_geometry_shader4,
GL_NV_transform_feedback,
GL_NV_texture_barrier,
GL_EXT_framebuffer_sRGB,
GL_NV_bindless_multi_draw_indirect_count,
GL_ARB_texture_multisample,
GL_EXT_separate_shader_objects,
GL_EXT_shadow_funcs,
GL_NV_vertex_program2,
GL_EXT_texture_lod,
GL_ARB_fragment_program_shadow,
GL_ARB_fragment_layer_viewport,
GL_ARB_provoking_vertex,
GL_ARB_compute_shader,
GL_ARB_depth_texture,
GL_ARB_conditional_render_inverted,
GL_NV_vertex_array_range2,
GL_KHR_robustness,
GL_ARB_shader_texture_lod,
GL_ARB_vertex_type_2_10_10_10_rev,
GL_KHR_context_flush_control,
GL_SGIS_texture_lod,
GL_ARB_vertex_array_object,
GL_EXT_blend_func_separate ];
};
Network = {
Adapter0 ={
hostname = "WORKSTATION-W;"
name = ";"
ip = "192.168. 1.201";
subnet = " 0. 0.255.255";
broadcast = "255.255.255.255";
mac = "00:00:00:00:00:00";
};
};
};
Entering GApp::loadFont("console-small.fnt") Found "console-small.fnt" at "K:\games\Nvidia_gi\data/font/console-small.fnt" Done GApp::loadFont(...) Done GApp::GApp()
Found scenes: "Sponza (Statue)" (./data/scene/sponza-statue.Scene.Any)
K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float"
K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float"
K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float"
K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float"
Application Log Start: Wed Jul 29 18:24:41 2015 Initializing System::findDataFile took 0.002883s Entering GApp::GApp() cwd = K:\games\Nvidia_gi System::setAppDataDir("K:\games\Nvidia_gi\") Initializing System::findDataFile took 0.000278s Setting video mode wglSwapIntervalEXT(0); Enabling separate specular lighting. Setting initial rendering state. Done setting initial state. 104 ImageFormats: Format Readable Writeable L8 Yes Yes L16 Yes No L16F Yes Yes L32F Yes Yes A8 Yes Yes A16 Yes No A16F Yes Yes A32F Yes Yes LA4 Yes Yes LA8 Yes Yes LA16 Yes No LA16F Yes Yes LA32F Yes Yes RGB5 Yes Yes RGB5A1 Yes Yes RGB8 Yes Yes RGB10 Yes Yes RGB10A2 Yes Yes RGB16 Yes Yes RGB32F Yes Yes R11G11B10F Yes Yes RGB9E5F Yes No RGB8I Yes Yes RGB8UI Yes Yes RGBA8I Yes Yes RGBA8UI Yes Yes RGB8_SNORM Yes No RGBA8_SNORM Yes No RGB16_SNORM Yes No RGBA16_SNORM Yes No BGR8 Yes Yes BGRA8 Yes Yes R8 Yes Yes R8I Yes Yes R8UI Yes Yes R8_SNORM Yes No R16 Yes Yes R16I Yes Yes R16UI Yes Yes R16_SNORM Yes No R16F Yes Yes R32I Yes Yes R32UI Yes Yes RG8 Yes Yes RG8I Yes Yes RG8UI Yes Yes RG8_SNORM Yes No RG16_SNORM Yes No RG16F Yes Yes R32F Yes Yes RG32F Yes Yes RGBA8 Yes Yes RGBA16 Yes Yes RGBA16F Yes Yes RGBA32F Yes Yes RGB32I Yes No RGB32UI Yes No RGBA32I Yes Yes RGBA32UI Yes Yes RGBA4 Yes Yes RGBA2 Yes Yes YUV420_PLANAR No No YUV422 No No YUV444 No No RGB_DXT1 Yes No RGBA_DXT1 Yes No RGBA_DXT3 Yes No RGBA_DXT5 Yes No SRGB8 Yes Yes SRGBA8 Yes Yes SL8 Yes Yes SLA8 Yes Yes SRGB_DXT1 Yes No SRGBA_DXT1 Yes No SRGBA_DXT3 Yes No SRGBA_DXT5 Yes No DEPTH16 Yes No DEPTH24 Yes No DEPTH32 Yes No DEPTH32F Yes No STENCIL1 No No STENCIL4 No No STENCIL8 Yes No STENCIL16 No No DEPTH24_STENCIL8 Yes No Capability Minimum Desired Received Ok? ------------------------------------------------- * RENDER DEVICE Depth 16 bits 24 bits 24 bits ok Stencil 8 bits 8 bits 8 bits ok Alpha 8 bits ok Red 8 bits ok Green 8 bits ok Blue 8 bits ok FSAA 1 1 ok Width 1280 pixels ok Height 720 pixels ok Mode Windowed ok This driver will support G3D 9.00: GLSL version 3.30 yes - GLSL version on this driver is 4.50 GPU Supports OpenGL 3.3 or later yes - OpenGL version on this driver is 4.5 GL_ARB_seamless_cube_map yes GL_ARB_sample_shading yes - Optional Done initializing RenderDevice. Network StartupStarting WinSock networking. System = { App { Name = "K:\\games\\Nvidia_gi\\deepGbufferRadiosity.exe" cwd = "K:\\games\\Nvidia_gi" } OS { Name = "Windows 6.1 build 7601 Platform 2 S" } CPU { Vendor = "AuthenticAMD" Architecture = "3 - x64 Intel/AMD cores" hasCPUID = Yes hasMMX = Yes hasSSE = Yes hasSSE2 = Yes hasSSE3 = Yes has3DNow = Yes hasRDTSC = Yes numCores = 3 } G3D { Link version = 100002 Compile version = "G3D Innovation Engine 10.00 beta 2, 64-bit" G3D10DATA = "" } GPU = { Chipset = "GeForce GTX 670/PCIe/SSE2;" Vendor = "NVIDIA Corporation;" Driver = "9.18.13.5306;" OpenGL version = "4.5.0 NVIDIA 353.06;" Textures = 32 ; Texture coordinates = 8 ; Texture units = 4 ; GL_MAX_TEXTURE_SIZE = 16384 ; GL_MAX_CUBE_MAP_TEXTURE_SIZE = 16384 ; GL_MAX_COLOR_ATTACHMENTS = 8 ; } ; Window = { API = "GLFW;" Version = "3.0.0 Win32 WGL VisualC LoadLibrary(winmm);" In focus = true; Centered = true; Framed = true; Visible = true; Resizable = true; Full screen = false; Top = 0 ; Left = 0 ; Width = 1280 ; Height = 720 ; Refresh rate = 85 ; Alpha bits = 0 ; Red bits = 8 ; Green bits = 8 ; Blue bits = 8 ; Depth bits = 24 ; Stencil bits = 8 ; Asynchronous = true; Stereo = false; FSAA samples = 1 ; GL extensions = [ GL_ARB_half_float_pixel, GL_NV_fragment_program2, GL_EXT_blend_subtract, GL_EXT_shader_integer_mix, GL_ARB_internalformat_query, GL_NV_fog_distance, GL_NV_register_combiners2, GL_NV_point_sprite, GL_NV_texture_shader2, GL_ARB_shader_group_vote, GL_EXT_texture_compression_latc, GL_ARB_texture_compression_bptc, GL_NV_parameter_buffer_object2, WGL_EXT_swap_control, GL_NV_vertex_array_range, GL_SGIX_shadow, GL_ARB_draw_indirect, GL_NV_internalformat_sample_query, GL_EXT_geometry_shader4, GL_NVX_gpu_memory_info, GL_EXT_timer_query, GL_ARB_texture_rgb10_a2ui, GL_NV_pixel_data_range, GL_ARB_texture_non_power_of_two, GL_EXT_texture_cube_map, GL_EXT_texture_mirror_clamp, GL_ARB_transform_feedback3, GL_S3_s3tc, GL_NV_texture_env_combine4, GL_ARB_shader_texture_image_samples, GL_EXT_texture_filter_anisotropic, GL_NV_register_combiners, GL_EXT_stencil_two_side, GL_NV_copy_image, GL_ARB_shader_image_load_store, GL_NV_fragment_program_option, GL_NV_float_buffer, GL_ARB_cull_distance, GL_EXT_vertex_attrib_64bit, GL_NV_vertex_program2_option, GL_ARB_shader_atomic_counters, GL_ARB_compressed_texture_pixel_storage, GL_NV_shader_thread_shuffle, GL_NV_bindless_texture, GL_EXT_packed_pixels, GL_ARB_texture_view, GL_EXTX_framebuffer_mixed_formats, GL_NV_shader_storage_buffer_object, GL_NV_primitive_restart, GL_ARB_arrays_of_arrays, GL_ARB_shader_subroutine, GL_NV_path_rendering, GL_ARB_enhanced_layouts, GL_ARB_texture_cube_map_array, GL_NVX_nvenc_interop, GL_ARB_texture_env_combine, GL_ARB_clip_control, GL_ARB_instanced_arrays, GL_NV_framebuffer_multisample_coverage, GL_ARB_clear_texture, GL_ARB_texture_cube_map, GL_NV_texgen_reflection, GL_ARB_gpu_shader5, GL_ARB_framebuffer_object, GL_ARB_tessellation_shader, GL_NV_depth_clamp, GL_NV_command_list, GL_IBM_texture_mirrored_repeat, GL_ARB_texture_query_levels, GL_ARB_compatibility, GL_ARB_seamless_cubemap_per_texture, GL_EXT_vertex_array_bgra, GL_NV_blend_square, GL_ARB_explicit_uniform_location, GL_AMD_multi_draw_indirect, GL_NV_geometry_shader4, GL_NV_half_float, GL_NV_conditional_render, GL_EXT_blend_equation_separate, GL_NV_bindless_multi_draw_indirect, GL_EXT_compiled_vertex_array, GL_ARB_vertex_buffer_object, GL_EXT_texture_compression_s3tc, GL_ARB_texture_buffer_range, GL_AMD_seamless_cubemap_per_texture, GL_ARB_multi_draw_indirect, GL_ARB_get_texture_sub_image, GL_EXT_texture_env_add, GL_ARB_draw_buffers_blend, GL_NV_gpu_program4, GL_NV_vertex_program, GL_ARB_copy_image, GL_NV_shader_atomic_float, GL_NV_gpu_program4_1, GL_EXT_framebuffer_blit, GL_EXT_bindable_uniform, GL_ARB_indirect_parameters, GL_ARB_internalformat_query2, GL_NV_copy_depth_to_color, GL_EXT_texture_sRGB, GL_ARB_texture_float, GL_EXT_draw_range_elements, GL_WIN_swap_hint, GL_ARB_map_buffer_alignment, GL_NV_gpu_shader5, GL_ARB_sparse_buffer, GL_ARB_sync, GL_ARB_copy_buffer, GL_ARB_shader_image_size, GL_ARB_texture_env_add, GL_NV_parameter_buffer_object, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_texture_compression, GL_ARB_clear_buffer_object, GL_ARB_direct_state_access, GL_ARB_draw_instanced, GL_EXT_framebuffer_multisample, GL_NV_blend_equation_advanced, GL_NV_uniform_buffer_unified_memory, GL_NV_texture_rectangle, GL_NV_vertex_attrib_integer_64bit, GL_ARB_multi_bind, GL_EXT_texture_object, GL_ARB_multitexture, GL_ARB_ES3_1_compatibility, GL_ARB_window_pos, GL_ARB_invalidate_subdata, GL_NV_packed_depth_stencil, GL_NV_draw_texture, GL_EXT_provoking_vertex, GL_ARB_texture_query_lod, GL_ARB_robust_buffer_access_behavior, GL_ARB_viewport_array, GL_EXT_framebuffer_multisample_blit_scaled, GL_NV_light_max_exponent, GL_ARB_sample_shading, GL_ARB_sparse_texture, GL_EXT_texture_swizzle, GL_EXT_texture_sRGB_decode, GL_ARB_blend_func_extended, GL_ARB_framebuffer_sRGB, GL_EXT_framebuffer_object, GL_ARB_timer_query, GL_KHR_debug, GL_SUN_slice_accum, GL_ARB_depth_buffer_float, GL_NV_ES3_1_compatibility, GL_ARB_color_buffer_float, GL_ARB_map_buffer_range, GL_NV_shader_atomic_counters, GL_EXT_packed_float, GL_ARB_shading_language_100, GL_ARB_fragment_shader, GL_ARB_vertex_attrib_binding, GL_EXT_blend_minmax, GL_ARB_ES2_compatibility, GL_NV_transform_feedback2, GL_KHR_robust_buffer_access_behavior, GL_ARB_half_float_vertex, GL_ARB_vertex_shader, GL_ARB_texture_gather, GL_ARB_occlusion_query, GL_NV_shader_buffer_load, GL_EXT_bgra, GL_EXT_stencil_wrap, GL_NV_texture_shader, GL_EXT_shader_image_load_store, GL_NV_shader_thread_group, GL_ARB_vertex_program, GL_EXT_gpu_program_parameters, GL_ARB_shader_precision, GL_ARB_texture_mirror_clamp_to_edge, GL_EXT_multi_draw_arrays, GL_ARB_separate_shader_objects, GL_EXT_texture_compression_rgtc, GL_ARB_texture_env_crossbar, GL_EXT_polygon_offset_clamp, GL_ARB_base_instance, GL_EXT_texture_lod_bias, GL_ARB_depth_clamp, GL_EXT_texture_storage, GL_NV_occlusion_query, GL_ARB_texture_buffer_object_rgb32, GL_IBM_rasterpos_clip, GL_EXT_Cg_shader, GL_ARB_stencil_texturing, GL_NV_vertex_program1_1, GL_ARB_texture_stencil8, GL_ARB_vertex_attrib_64bit, GL_ARB_multisample, GL_ARB_buffer_storage, GL_EXT_vertex_array, GL_ARB_gpu_shader_fp64, GL_ARB_texture_storage, GL_ARB_shader_bit_encoding, GL_ARB_texture_rectangle, GL_EXT_blend_color, GL_ARB_transform_feedback_overflow_query, GL_NV_multisample_coverage, GL_NVX_conditional_render, GL_ARB_fragment_coord_conventions, GL_ARB_texture_mirrored_repeat, GL_ARB_framebuffer_no_attachments, GL_ARB_texture_barrier, GL_ARB_compute_variable_group_size, GL_NV_explicit_multisample, GL_ARB_shader_objects, GL_ARB_shading_language_420pack, GL_EXT_texture_compression_dxt1, GL_ARB_point_parameters, GL_EXT_pixel_buffer_object, GL_ARB_transform_feedback2, GL_ARB_shading_language_packing, GL_EXT_transform_feedback2, GL_ARB_transpose_matrix, GL_ARB_bindless_texture, GL_EXT_gpu_shader4, GL_EXT_texture_integer, GL_ARB_shader_storage_buffer_object, GL_ARB_fragment_program, GL_ARB_vertex_array_bgra, GL_NV_texture_multisample, GL_ARB_texture_env_dot3, GL_ARB_uniform_buffer_object, GL_ARB_robustness, GL_NV_gpu_program_fp64, GL_EXT_depth_bounds_test, GL_EXT_texture3D, GL_ARB_explicit_attrib_location, GL_NV_vertex_program3, GL_ARB_texture_rg, GL_EXT_texture_edge_clamp, GL_EXT_abgr, GL_NV_ES1_1_compatibility, GL_ARB_shader_draw_parameters, GL_ARB_texture_border_clamp, GL_ARB_shading_language_include, GL_NV_multisample_filter_hint, GL_EXT_texture_env_dot3, GL_NV_depth_buffer_float, GL_ARB_pixel_buffer_object, GL_ARB_program_interface_query, GL_NV_texture_compression_vtc, GL_ATI_draw_buffers, GL_NV_vertex_buffer_unified_memory, GL_ARB_draw_elements_base_vertex, GL_ARB_get_program_binary, GL_NV_fence, GL_ARB_transform_feedback_instanced, GL_EXT_secondary_color, GL_ARB_texture_compression_rgtc, GL_EXT_draw_instanced, GL_ARB_texture_storage_multisample, GL_NV_gpu_program5_mem_extended, GL_EXT_texture_shared_exponent, GL_ARB_debug_output, GL_NV_fragment_program, GL_ARB_texture_buffer_object, GL_ARB_texture_swizzle, GL_NV_texture_shader3, GL_SGIS_generate_mipmap, GL_ATI_texture_float, GL_ARB_draw_buffers, GL_ARB_imaging, GL_EXT_rescale_normal, GL_KHR_blend_equation_advanced, GL_ARB_occlusion_query2, GL_EXT_import_sync_object, GL_ARB_shadow, GL_EXT_fog_coord, GL_EXT_texture_env_combine, GL_ARB_query_buffer_object, GL_EXT_packed_depth_stencil, GL_ATI_texture_mirror_once, GL_ARB_derivative_control, GL_KTX_buffer_region, GL_NV_gpu_program5, GL_EXT_draw_buffers2, GL_EXT_point_parameters, GL_NV_compute_program5, GL_ARB_point_sprite, GL_EXT_texture_array, GL_ARB_seamless_cube_map, GL_SGIX_depth_texture, GL_EXT_direct_state_access, GL_ARB_pipeline_statistics_query, GL_ARB_conservative_depth, GL_EXT_texture_buffer_object, GL_EXT_separate_specular_color, GL_ARB_sampler_objects, GL_ARB_ES3_compatibility, GL_ARB_geometry_shader4, GL_NV_transform_feedback, GL_NV_texture_barrier, GL_EXT_framebuffer_sRGB, GL_NV_bindless_multi_draw_indirect_count, GL_ARB_texture_multisample, GL_EXT_separate_shader_objects, GL_EXT_shadow_funcs, GL_NV_vertex_program2, GL_EXT_texture_lod, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_ARB_provoking_vertex, GL_ARB_compute_shader, GL_ARB_depth_texture, GL_ARB_conditional_render_inverted, GL_NV_vertex_array_range2, GL_KHR_robustness, GL_ARB_shader_texture_lod, GL_ARB_vertex_type_2_10_10_10_rev, GL_KHR_context_flush_control, GL_SGIS_texture_lod, GL_ARB_vertex_array_object, GL_EXT_blend_func_separate ]; }; Network = { Adapter0 ={ hostname = "WORKSTATION-W;" name = ";" ip = "192.168. 1.201"; subnet = " 0. 0.255.255"; broadcast = "255.255.255.255"; mac = "00:00:00:00:00:00"; }; }; }; Entering GApp::loadFont("console-small.fnt") Found "console-small.fnt" at "K:\games\Nvidia_gi\data/font/console-small.fnt" Done GApp::loadFont(...) Done GApp::GApp() Found scenes: "Sponza (Statue)" (./data/scene/sponza-statue.Scene.Any) K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float" K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float" K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float" K:\games\Nvidia_gi\data/shader/g3dmath.glsl(293) : error C7623: implicit narrowing of type from "vec2" to "float"
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