Paysage V6 - OpenGL >>>> OK <<<<<
Re: Paysage V6
Windows 10 Radeon HD 6370M
Pb 5.72
Les textures n'apparaissent pas
@++
Pb 5.72
Les textures n'apparaissent pas
@++
Dernière modification par venom le mer. 15/juil./2020 15:47, modifié 1 fois.
Windows 10 x64, PureBasic 5.73 x86 & x64
GPU : radeon HD6370M, CPU : p6200 2.13Ghz
GPU : radeon HD6370M, CPU : p6200 2.13Ghz
- Mindphazer
- Messages : 694
- Inscription : mer. 24/août/2005 10:42
Re: Paysage V6
Windows10
Intel UHD Graphics 630
Paysage blanc comme neige !
Intel UHD Graphics 630
Paysage blanc comme neige !
Bureau : Win10 64bits
Maison : Macbook Pro M3 16" SSD 512 Go / Ram 24 Go - iPad Pro 32 Go (pour madame) - iPhone 15 Pro Max 256 Go
Maison : Macbook Pro M3 16" SSD 512 Go / Ram 24 Go - iPad Pro 32 Go (pour madame) - iPhone 15 Pro Max 256 Go
Re: Paysage V6
Bonjour,
Je met une capture du résultat, vu que visiblement cela fonctionne que chez moi ?

Cordialement,
GallyHC
Je met une capture du résultat, vu que visiblement cela fonctionne que chez moi ?

Cordialement,
GallyHC
Configuration : Tower: Windows 10 (Processeur: i7 "x64") (Mémoire: 16Go) (GeForce GTX 760 - 2Go) - PureBasic 5.72 (x86 et x64)
Re: Paysage V6
C'est beau 

Processeur: Intel Core I7-4790 - 4 Cœurs - 8 Thread: 3.60 Ghz.
Ram: 32 GB.
Disque: C: SDD 250 GB, D: 3 TB.
Vidéo: NVIDIA GeForce GTX 960: 2 GB DDR5.
Écran: Asus VX248 24 Pouces: 1920 x 1080.
Système: Windows 7 64 Bits.
PureBasic: 5.60 x64 Bits.
Ram: 32 GB.
Disque: C: SDD 250 GB, D: 3 TB.
Vidéo: NVIDIA GeForce GTX 960: 2 GB DDR5.
Écran: Asus VX248 24 Pouces: 1920 x 1080.
Système: Windows 7 64 Bits.
PureBasic: 5.60 x64 Bits.
Re: Paysage V6
salut,
est ce que quelqu'un (chez qui ça marche pas) pourrai tester ma demo shader v2:
https://www.purebasic.fr/french/viewtop ... 13&t=18047
de plus si la demo ne marche pas il faudrai mettre le paramettre "#PB_Engine3D_DebugLog" dans "InitEngine3D"
et poster le log
est ce que quelqu'un (chez qui ça marche pas) pourrai tester ma demo shader v2:
https://www.purebasic.fr/french/viewtop ... 13&t=18047
de plus si la demo ne marche pas il faudrai mettre le paramettre "#PB_Engine3D_DebugLog" dans "InitEngine3D"
et poster le log
Re: Paysage V6
Hello, même problème avec la demo...
Le log:
Le log:
Code : Tout sélectionner
14:17:16: Creating resource group General
14:17:16: Creating resource group Internal
14:17:16: Creating resource group Autodetect
14:17:16: SceneManagerFactory for type 'DefaultSceneManager' registered.
14:17:16: Registering ResourceManager for type Material
14:17:16: Registering ResourceManager for type Mesh
14:17:16: Registering ResourceManager for type Skeleton
14:17:16: MovableObjectFactory for type 'ParticleSystem' registered.
14:17:16: OverlayElementFactory for type Panel registered.
14:17:16: OverlayElementFactory for type BorderPanel registered.
14:17:16: OverlayElementFactory for type TextArea registered.
14:17:16: Registering ResourceManager for type Font
14:17:16: ArchiveFactory for archive type FileSystem registered.
14:17:16: ArchiveFactory for archive type Zip registered.
14:17:16: ArchiveFactory for archive type EmbeddedZip registered.
14:17:16: DDS codec registering
14:17:16: FreeImage version: 3.10.0
14:17:16: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:17:16: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,koa,iff,lbm,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,dds,gif,g3,sgi,j2k,j2c,jp2
14:17:16: PVRTC codec registering
14:17:16: Registering ResourceManager for type HighLevelGpuProgram
14:17:16: Registering ResourceManager for type Compositor
14:17:16: MovableObjectFactory for type 'Entity' registered.
14:17:16: MovableObjectFactory for type 'Light' registered.
14:17:16: MovableObjectFactory for type 'BillboardSet' registered.
14:17:16: MovableObjectFactory for type 'ManualObject' registered.
14:17:16: MovableObjectFactory for type 'BillboardChain' registered.
14:17:16: MovableObjectFactory for type 'RibbonTrail' registered.
14:17:16: *-*-* OGRE Initialising
14:17:16: *-*-* Version 1.8.2 (Byatis)
14:17:16: D3D9 : Direct3D9 Rendering Subsystem created.
14:17:16: D3D9: Driver Detection Starts
14:17:16: D3D9: Driver Detection Ends
14:17:16: Particle Emitter Type 'Point' registered
14:17:16: Particle Emitter Type 'Box' registered
14:17:16: Particle Emitter Type 'Ellipsoid' registered
14:17:16: Particle Emitter Type 'Cylinder' registered
14:17:16: Particle Emitter Type 'Ring' registered
14:17:16: Particle Emitter Type 'HollowEllipsoid' registered
14:17:16: Particle Affector Type 'LinearForce' registered
14:17:16: Particle Affector Type 'ColourFader' registered
14:17:16: Particle Affector Type 'ColourFader2' registered
14:17:16: Particle Affector Type 'ColourImage' registered
14:17:16: Particle Affector Type 'ColourInterpolator' registered
14:17:16: Particle Affector Type 'Scaler' registered
14:17:16: Particle Affector Type 'Rotator' registered
14:17:16: Particle Affector Type 'DirectionRandomiser' registered
14:17:16: Particle Affector Type 'DeflectorPlane' registered
14:17:16: PCZone Factory Type 'ZoneType_Default' registered
14:17:16: CPU Identifier & Features
14:17:16: -------------------------
14:17:16: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-5500U CPU @ 2.40GHz
14:17:16: * SSE: yes
14:17:16: * SSE2: yes
14:17:16: * SSE3: yes
14:17:16: * MMX: yes
14:17:16: * MMXEXT: yes
14:17:16: * 3DNOW: no
14:17:16: * 3DNOWEXT: no
14:17:16: * CMOV: yes
14:17:16: * TSC: yes
14:17:16: * FPU: yes
14:17:16: * PRO: yes
14:17:16: * HT: no
14:17:16: -------------------------
14:17:16: D3D9 : Subsystem Initialising
14:17:16: Registering ResourceManager for type Texture
14:17:16: Registering ResourceManager for type GpuProgram
14:17:16: ***************************************
14:17:16: *** D3D9 : Subsystem Initialised OK ***
14:17:16: ***************************************
14:17:16: SceneManagerFactory for type 'OctreeSceneManager' registered.
14:17:16: SceneManagerFactory for type 'BspSceneManager' registered.
14:17:16: Registering ResourceManager for type BspLevel
14:17:16: D3D9RenderSystem::_createRenderWindow "PureBasic Ogre", 1366x768 windowed miscParams: FSAA=0 displayFrequency=0 externalWindowHandle=526584 vsync=true
14:17:16: D3D9 : Created D3D9 Rendering Window 'PureBasic Ogre' : 1366x768, 32bpp
14:17:16: D3D9: Vertex texture format supported - PF_L8
14:17:16: D3D9: Vertex texture format supported - PF_L16
14:17:16: D3D9: Vertex texture format supported - PF_A8
14:17:16: D3D9: Vertex texture format supported - PF_A4L4
14:17:16: D3D9: Vertex texture format supported - PF_BYTE_LA
14:17:16: D3D9: Vertex texture format supported - PF_R5G6B5
14:17:16: D3D9: Vertex texture format supported - PF_B5G6R5
14:17:16: D3D9: Vertex texture format supported - PF_A4R4G4B4
14:17:16: D3D9: Vertex texture format supported - PF_A1R5G5B5
14:17:16: D3D9: Vertex texture format supported - PF_A8R8G8B8
14:17:16: D3D9: Vertex texture format supported - PF_A8B8G8R8
14:17:16: D3D9: Vertex texture format supported - PF_B8G8R8A8
14:17:16: D3D9: Vertex texture format supported - PF_A2R10G10B10
14:17:16: D3D9: Vertex texture format supported - PF_A2B10G10R10
14:17:16: D3D9: Vertex texture format supported - PF_DXT1
14:17:16: D3D9: Vertex texture format supported - PF_DXT2
14:17:16: D3D9: Vertex texture format supported - PF_DXT3
14:17:16: D3D9: Vertex texture format supported - PF_DXT4
14:17:16: D3D9: Vertex texture format supported - PF_DXT5
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
14:17:16: D3D9: Vertex texture format supported - PF_X8R8G8B8
14:17:16: D3D9: Vertex texture format supported - PF_R8G8B8A8
14:17:16: D3D9: Vertex texture format supported - PF_DEPTH
14:17:16: D3D9: Vertex texture format supported - PF_SHORT_RGBA
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT16_R
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT32_R
14:17:16: D3D9: Vertex texture format supported - PF_SHORT_GR
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT16_GR
14:17:16: D3D9: Vertex texture format supported - PF_FLOAT32_GR
14:17:16: D3D9: Vertex texture format supported - PF_SHORT_RGB
14:17:16: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
14:17:16: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
14:17:16: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
14:17:16: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
14:17:16: D3D9: Vertex texture format supported - PF_R8
14:17:16: D3D9: Vertex texture format supported - PF_RG8
14:17:16: RenderSystem capabilities
14:17:16: -------------------------
14:17:16: RenderSystem Name: Direct3D9 Rendering Subsystem
14:17:16: GPU Vendor: intel
14:17:16: Device Name: Monitor-1-Intel(R) HD Graphics 5500
14:17:16: Driver Version: 20.19.15.4549
14:17:16: * Fixed function pipeline: yes
14:17:16: * Hardware generation of mipmaps: yes
14:17:16: * Texture blending: yes
14:17:16: * Anisotropic texture filtering: yes
14:17:16: * Dot product texture operation: yes
14:17:16: * Cube mapping: yes
14:17:16: * Hardware stencil buffer: yes
14:17:16: - Stencil depth: 8
14:17:16: - Two sided stencil support: yes
14:17:16: - Wrap stencil values: yes
14:17:16: * Hardware vertex / index buffers: yes
14:17:16: * Vertex programs: yes
14:17:16: * Number of floating-point constants for vertex programs: 256
14:17:16: * Number of integer constants for vertex programs: 16
14:17:16: * Number of boolean constants for vertex programs: 16
14:17:16: * Fragment programs: yes
14:17:16: * Number of floating-point constants for fragment programs: 224
14:17:16: * Number of integer constants for fragment programs: 16
14:17:16: * Number of boolean constants for fragment programs: 16
14:17:16: * Geometry programs: no
14:17:16: * Number of floating-point constants for geometry programs: 0
14:17:16: * Number of integer constants for geometry programs: 0
14:17:16: * Number of boolean constants for geometry programs: 0
14:17:16: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
14:17:16: * Texture Compression: yes
14:17:16: - DXT: yes
14:17:16: - VTC: no
14:17:16: - PVRTC: no
14:17:16: * Scissor Rectangle: yes
14:17:16: * Hardware Occlusion Query: yes
14:17:16: * User clip planes: yes
14:17:16: * VET_UBYTE4 vertex element type: yes
14:17:16: * Infinite far plane projection: yes
14:17:16: * Hardware render-to-texture: yes
14:17:16: * Floating point textures: yes
14:17:16: * Non-power-of-two textures: yes
14:17:16: * Volume textures: yes
14:17:16: * Multiple Render Targets: 4
14:17:16: - With different bit depths: yes
14:17:16: * Point Sprites: yes
14:17:16: * Extended point parameters: yes
14:17:16: * Max Point Size: 256
14:17:16: * Vertex texture fetch: yes
14:17:16: * Number of world matrices: 0
14:17:16: * Number of texture units: 8
14:17:16: * Stencil buffer depth: 8
14:17:16: * Number of vertex blend matrices: 0
14:17:16: - Max vertex textures: 4
14:17:16: - Vertex textures shared: no
14:17:16: * Render to Vertex Buffer : no
14:17:16: * DirectX per stage constants: yes
14:17:16: DefaultWorkQueue('Root') initialising on thread main.
14:17:16: Particle Renderer Type 'billboard' registered
14:17:16: Added resource location 'C:\Users\user\Downloads\MaterialScriptsGeneric-next\' of type 'FileSystem' to resource group 'General'
14:17:16: Added resource location 'C:\Program Files\PureBasic_BETA_x64_V5.72b3\examples/3d/Data/Packs/desert.zip' of type 'Zip' to resource group 'General'
14:17:16: Parsing scripts for resource group Autodetect
14:17:16: Finished parsing scripts for resource group Autodetect
14:17:16: Creating resources for group Autodetect
14:17:16: All done
14:17:16: Parsing scripts for resource group General
14:17:16: Parsing script bump.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader bump_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program bump_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader bump_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader bump_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program bump_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader bump_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script flow.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program flow_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program flow_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script flow_reflect.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_reflect_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program flow_reflect_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_reflect_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_reflect_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program flow_reflect_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader flow_reflect_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script foliage.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader foliage_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program foliage_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader foliage_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader foliage_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program foliage_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader foliage_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script perpixel.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader perpixel_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program perpixel_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader perpixel_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader perpixel_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program perpixel_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader perpixel_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script POM.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader POM_Vert_hlsl in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program POM_Vert_hlsl encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader POM_Vert_hlsl in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(9): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(10): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(11): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(12): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(13): setting of constant failed
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader POM_Frag_hlsl in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program POM_Frag_hlsl encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader POM_Frag_hlsl in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(25): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(26): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(27): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(28): setting of constant failed
14:17:16: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at OgreGpuProgramParams.cpp (line 1441)
14:17:16: Compiler error: invalid parameters in POM.material(29): setting of constant failed
14:17:16: Parsing script relief_opt.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader relief_opt_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program relief_opt_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader relief_opt_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader relief_opt_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program relief_opt_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader relief_opt_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script water_reflect.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_reflect_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program water_reflect_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_reflect_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_reflect_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program water_reflect_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_reflect_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Parsing script water_rtt.material
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_rtt_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program water_rtt_vertex encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_rtt_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_rtt_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program water_rtt_pixel encountered an error during loading and is thus not supported.
OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader water_rtt_pixel in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: Finished parsing scripts for resource group General
14:17:16: Creating resources for group General
14:17:16: All done
14:17:16: Parsing scripts for resource group Internal
14:17:16: Finished parsing scripts for resource group Internal
14:17:16: Creating resources for group Internal
14:17:16: All done
14:17:16: Texture: desert07_fr.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
14:17:16: Texture: desert07_bk.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
14:17:16: Texture: desert07_lf.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
14:17:16: Texture: desert07_rt.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
14:17:16: Texture: desert07_up.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
14:17:16: Texture: desert07_dn.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) Internal format is PF_X8R8G8B8,512x512x1.
14:17:17: Can't assign material Surface to SubEntity of E0 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: WARNING: material A0 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program flow_vertex cannot be used - compile error.
14:17:17: Can't assign material Surface to SubEntity of E1 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: WARNING: material A1 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program perpixel_vertex cannot be used - compile error.
14:17:17: Can't assign material Surface to SubEntity of E2 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: WARNING: material A2 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program bump_vertex cannot be used - compile error.
14:17:17: Can't assign material Surface to SubEntity of E3 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: WARNING: material A3 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program water_reflect_vertex cannot be used - compile error.
14:17:17: WARNING: material Aa has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program water_rtt_vertex cannot be used - compile error.
14:17:17: Can't assign material Surface to SubEntity of E20 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: WARNING: material A14 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program foliage_vertex cannot be used - compile error.
14:17:17: Can't assign material Surface to SubEntity of E21 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E22 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E23 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E24 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E25 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E26 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E27 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E28 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E29 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E30 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E31 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E32 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E33 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E34 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E35 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E36 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E37 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E38 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E39 because this Material does not exist. Have you forgotten to define it in a .material script?
14:17:17: Can't assign material Surface to SubEntity of E40 because this Material does not exist. Have you forgotten to define it in a .material script?
Re: Paysage V6
merci vurvur
ça vient de là:
le probleme c'est que j'y connais rien en directx (a part les shaders)
si quelqu'un à une idée..
t'as bien le fichier ?
...\PureBasic\SDK\DirectX9 Redistribuable\x64\d3dx9_42.dll
si c'est le cas peux tu le copier dans le dossier "paysage-v6" et tester ?
(des fois qu'il le retrouve pas...)
ça vient de là:
Code : Tout sélectionner
14:17:16: OGRE EXCEPTION(3:RenderingAPIException): Cannot assemble D3D9 high-level shader bump_vertex in D3D9HLSLProgram::loadFromSource at OgreD3D9HLSLProgram.cpp (line 281)
14:17:16: High-level program bump_vertex encountered an error during loading and is thus not supported.
si quelqu'un à une idée..
t'as bien le fichier ?
...\PureBasic\SDK\DirectX9 Redistribuable\x64\d3dx9_42.dll
si c'est le cas peux tu le copier dans le dossier "paysage-v6" et tester ?
(des fois qu'il le retrouve pas...)
Re: Paysage V6
J'ai une carte NVidia GeForce GTX 1050 Ti avec les pilotes version 445.87 et la démo fonctionne parfaitement, très bon boulotfalsam a écrit :Windows 10 Version 64 Bits - NVidia GeForce GTX 1050 - Les textures n'apparaissent pas.
Je pense que si l'OS n'était pas une version 64 Bits, ton exécutable ne se lancerait pas.

http://purebasic.developpez.com/
Je ne réponds à aucune question technique en PV, utilisez le forum, il est fait pour ça, et la réponse peut profiter à tous.
Je ne réponds à aucune question technique en PV, utilisez le forum, il est fait pour ça, et la réponse peut profiter à tous.
Re: Paysage V6
Je viens de mettre à jour le pilote avec la version 451.67, la démo fonctionne toujours aussi bien.comtois a écrit :J'ai une carte NVidia GeForce GTX 1050 Ti avec les pilotes version 445.87 et la démo fonctionne parfaitement, très bon boulot
http://purebasic.developpez.com/
Je ne réponds à aucune question technique en PV, utilisez le forum, il est fait pour ça, et la réponse peut profiter à tous.
Je ne réponds à aucune question technique en PV, utilisez le forum, il est fait pour ça, et la réponse peut profiter à tous.
Re: Paysage V6
Yo , vite fait en passant :si quelqu'un à une idée..
vuvur log a écrit :14:17:16: Device Name: Monitor-1-Intel(R) HD Graphics 5500
14:17:16: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
14:17:16: Parsing script bump.material
bump.material a écrit : vertex_program bump_vertex hlsl
{
source bump.hlsl
target vs_3_0 <-- Ca coince ici, regarde les profils supporté dans le log
entry_point bump_vertex
}
Carte graphique en carton pâte ou shader de merde


Super chouette ici en 4K avec ma 2070 !
une chaine youtube qui devrais t'inspiré : https://www.youtube.com/channel/UCmtyQO ... KuRXz02jbQ
Passe en glsl, plus personne n'utilise directx

Re: Paysage V6
salut comtois, content de te revoir
à G-rom :
ben justement les profiles ps_3_0 et vs_3_0 sont supportés
de plus j'ai testé sur 2 PC avec HD Graphics 5500, et ça marche pour l'un (60fps en 1280x720, pas si mal...) et pas pour l'autre
celui qui fonctionne tourne est sur windows 10 famille (l'autre sur windows 10 professionnel)
je sais pas si c'est une piste...
à tous:
pouvez vous m'indiquer votre version de Windows (n°, famille/professionnel)
à G-rom :
ben justement les profiles ps_3_0 et vs_3_0 sont supportés
de plus j'ai testé sur 2 PC avec HD Graphics 5500, et ça marche pour l'un (60fps en 1280x720, pas si mal...) et pas pour l'autre
celui qui fonctionne tourne est sur windows 10 famille (l'autre sur windows 10 professionnel)
je sais pas si c'est une piste...
à tous:
pouvez vous m'indiquer votre version de Windows (n°, famille/professionnel)
- falsam
- Messages : 7317
- Inscription : dim. 22/août/2010 15:24
- Localisation : IDF (Yvelines)
- Contact :
Re: Paysage V6
@G-Rom : Bonjour. Je suis nul en 3D mais je pense que ce n'est pas une question de carte graphique en carton pate.
La 3D de PureBasic utilise une version obsolete de OGRE3D compatible avec DirectX 9.
Il aurait fallu que PureBasic utilise la version 1.12.7 pour être compatible avec DirectX11.
La 3D de PureBasic utilise une version obsolete de OGRE3D compatible avec DirectX 9.
Les ordinateurs achetés avec Windows 10 sont livré avec DirectX11 ou DirectX 12. Ces deux dernières versions ne sont pas rétrocompatibles avec DirectX 9.12:00:01: *-*-* OGRE Initialising
12:00:01: *-*-* Version 1.8.2 (Byatis)
12:00:01: D3D9 : Direct3D9 Rendering Subsystem created.
Il aurait fallu que PureBasic utilise la version 1.12.7 pour être compatible avec DirectX11.
Configuration : Windows 11 Famille 64-bit - PB 6.20 x64 - AMD Ryzen 7 - 16 GO RAM
Vidéo NVIDIA GeForce GTX 1650 Ti - Résolution 1920x1080 - Mise à l'échelle 125%
Vidéo NVIDIA GeForce GTX 1650 Ti - Résolution 1920x1080 - Mise à l'échelle 125%
- falsam
- Messages : 7317
- Inscription : dim. 22/août/2010 15:24
- Localisation : IDF (Yvelines)
- Contact :
Re: Paysage V6
Autre chose que je viens de voir dans le log. L'éxécutable n'utilise pas ma carte graphique NVidia. Il utilise le chipset graphique Intel intégré à la carte mère
12:00:02: RenderSystem Name: Direct3D9 Rendering Subsystem
12:00:02: GPU Vendor: intel
Configuration : Windows 11 Famille 64-bit - PB 6.20 x64 - AMD Ryzen 7 - 16 GO RAM
Vidéo NVIDIA GeForce GTX 1650 Ti - Résolution 1920x1080 - Mise à l'échelle 125%
Vidéo NVIDIA GeForce GTX 1650 Ti - Résolution 1920x1080 - Mise à l'échelle 125%
Re: Paysage V6
Punaise, je suis grave, je ne l'ai même ps vu... de toute façon , la plupart du temps , c'est un problème de drivers. Mais falsam soulève un autre point , la version d'ogre n'a pas été màj ?Guillot a écrit :salut comtois, content de te revoir
à G-rom :
ben justement les profiles ps_3_0 et vs_3_0 sont supportés
de plus j'ai testé sur 2 PC avec HD Graphics 5500, et ça marche pour l'un (60fps en 1280x720, pas si mal...) et pas pour l'autre
celui qui fonctionne tourne est sur windows 10 famille (l'autre sur windows 10 professionnel)
je sais pas si c'est une piste...
à tous:
pouvez vous m'indiquer votre version de Windows (n°, famille/professionnel)
tu bosses toujours avec Fred sur la 3D ? Il est peut être temps de faire une update de version ?
- falsam
- Messages : 7317
- Inscription : dim. 22/août/2010 15:24
- Localisation : IDF (Yvelines)
- Contact :
Re: Paysage V6
@Guillot ton PC famille était :
1 - livré avec Windows 10 ?
2 - est ce une mise à jour de Windows 7 ou 8 vers Windows 10 ?
Si option 2 alors oui ton code fonctionne car DirectX9 est installé sur ton PC Famille.
Autre possibilité toi ou une application (Un jeu par exemple) a installé DirectX9c sur ton PC Famille.
1 - livré avec Windows 10 ?
2 - est ce une mise à jour de Windows 7 ou 8 vers Windows 10 ?
Si option 2 alors oui ton code fonctionne car DirectX9 est installé sur ton PC Famille.
Autre possibilité toi ou une application (Un jeu par exemple) a installé DirectX9c sur ton PC Famille.
Configuration : Windows 11 Famille 64-bit - PB 6.20 x64 - AMD Ryzen 7 - 16 GO RAM
Vidéo NVIDIA GeForce GTX 1650 Ti - Résolution 1920x1080 - Mise à l'échelle 125%
Vidéo NVIDIA GeForce GTX 1650 Ti - Résolution 1920x1080 - Mise à l'échelle 125%