[Haskell-cafe] Re: SOC idea ticket: Rendering Engine

2009-03-23 Thread Achim Schneider
Csaba Hruska csaba.hru...@gmail.com wrote:

 svn checkout
 *http*://lambdacube.googlecode.com/svn/trunk/lambdacube-read-only
 
I think you mean
svn co http://lambdacube.googlecode.com/svn/trunk

I didn't do anything yet, except running the sample program. I get to
see an ogre head and this:

8

k...@solaris trunk % ./example1
[.,..,car,.svn,packs,materials,models]
[.,..,.svn,toonf2.frag,toonf2.vert,Example_CelShading.frag,Example_CelShading.vert,texturemapping.frag,texturemapping.vert,diffuse.frag,diffuse.vert,ambient.frag,ambient.vert]
 
[.,..,.svn,todo,Ogre.material,jaiqua.material,Scene.material,ogrehead.material,Robot.material,RZR-002.material]

   
load:
Ogre.material load:
jaiqua.material load:
Scene.material load:
ogrehead.material load:
Robot.material load:
RZR-002.material
[.,..,.svn,cel_shading_diffuse.png,r2skin.jpg,RZR-002.png,cel_shading_specular.png,cel_shading_edge.png,GreenSkin.jpg,spheremap.png,WeirdEye.png,dirt01.jpg,blue_jaiqua.jpg]
[.,..,.svn,Cube.mesh.xml,ogrehead.mesh.xml,athene.mesh.xml,ninja.mesh.xml,Suzanne.mesh.xml,RZR-002.mesh.xml,facial.mesh.xml,robot.skeleton.xml,robot.mesh.xml,jaiqua.mesh.xml]
[.,..,.svn,scooby_body.mesh.xml,scooby_body.material,ventanas.jpg,chasis.jpg,chasis_a.jpg]
load: scooby_body.material creating entity: OgreHead from mesh:
ogrehead.mesh.xml parsing XML
file
[Ogre/Tusks,Ogre/Earring,Ogre/Skin,Ogre/Eyes] compiling
material: Ogre/Eyes WeirdEye.png
loaded resolution = 256 x 256, 3 bytes per
pixel compiling material:
Ogre/Skin GreenSkin.jpg
loaded resolution = 256 x 256, 3 bytes per
pixel compiling material:
Ogre/Earring spheremap.png
loaded resolution = 256 x 256, 3 bytes per
pixel compiling material:
Ogre/Tusks dirt01.jpg
loaded resolution = 96 x 96, 3 bytes per
pixel
done creating entity: Robot from mesh:
robot2.mesh.xml parsing XML
file
[Examples/Robot] compiling material:
Examples/Robot r2skin.jpg
loaded resolution = 512 x 512, 3 bytes per
pixel Compiling program: (Just Examples/AmbientShadingVP,Just
Examples/AmbientShadingFP) Shader info log for
'Examples/AmbientShadingVP':


Shader info log for 'Examples/AmbientShadingFP':


Program info log:


 done
creating entity: Car from mesh: scooby_body.mesh.xml
parsing XML file
[Ac3d/Scooby_Body/Mat001_Tex03,Ac3d/Scooby_Body/Mat001_Tex02,Ac3d/Scooby_Body/Mat001_Tex01]
compiling material: Ac3d/Scooby_Body/Mat001_Tex01
chasis.jpg loaded
resolution = 512 x 512, 3 bytes per pixel
compiling material: Ac3d/Scooby_Body/Mat001_Tex02
ventanas.jpg loaded
resolution = 512 x 512, 3 bytes per pixel
compiling material: Ac3d/Scooby_Body/Mat001_Tex03
chasis_a.jpg loaded
resolution = 128 x 256, 3 bytes per pixel
 done
1 frames in 13.45548 seconds = 7.431916215549353e-2 FPS
zsh: abort  ./example1


8


I _think_ example1 is killed by SIGABRT, but I could be wrong, I've
never seen this before. Anyway, it's a strange thing.

OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: GeForce 7600 GS/PCI/SSE2 
OpenGL version string: 2.1.2 NVIDIA 177.82 
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler

X.Org X Server 1.5.3

Linux solaris 2.6.28-tuxonice-r1 #20 PREEMPT Tue Mar 10 19:07:36 CET
2009 x86_64 AMD Athlon(tm) 64 Processor 3200+ AuthenticAMD GNU/Linux

The Glorious Glasgow Haskell Compilation System, version 6.10.1

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Re: [Haskell-cafe] Re: SOC idea ticket: Rendering Engine

2009-03-23 Thread Csaba Hruska
2009/3/23 Achim Schneider bars...@web.de

 Csaba Hruska csaba.hru...@gmail.com wrote:

  svn checkout
  *http*://lambdacube.googlecode.com/svn/trunk/lambdacube-read-only
 
 I think you mean
 svn co http://lambdacube.googlecode.com/svn/trunk

 I didn't do anything yet, except running the sample program. I get to
 see an ogre head and this:

 8

 k...@solaris trunk % ./example1
 [.,..,car,.svn,packs,materials,models]

 [.,..,.svn,toonf2.frag,toonf2.vert,Example_CelShading.frag,Example_CelShading.vert,texturemapping.frag,texturemapping.vert,diffuse.frag,diffuse.vert,ambient.frag,ambient.vert]

 [.,..,.svn,todo,Ogre.material,jaiqua.material,Scene.material,ogrehead.material,Robot.material,RZR-002.material]
 load:
 Ogre.material load:
 jaiqua.material load:
 Scene.material load:
 ogrehead.material load:
 Robot.material load:
 RZR-002.material

 [.,..,.svn,cel_shading_diffuse.png,r2skin.jpg,RZR-002.png,cel_shading_specular.png,cel_shading_edge.png,GreenSkin.jpg,spheremap.png,WeirdEye.png,dirt01.jpg,blue_jaiqua.jpg]

 [.,..,.svn,Cube.mesh.xml,ogrehead.mesh.xml,athene.mesh.xml,ninja.mesh.xml,Suzanne.mesh.xml,RZR-002.mesh.xml,facial.mesh.xml,robot.skeleton.xml,robot.mesh.xml,jaiqua.mesh.xml]

 [.,..,.svn,scooby_body.mesh.xml,scooby_body.material,ventanas.jpg,chasis.jpg,chasis_a.jpg]
 load: scooby_body.material creating entity: OgreHead from mesh:
 ogrehead.mesh.xml parsing XML
 file
 [Ogre/Tusks,Ogre/Earring,Ogre/Skin,Ogre/Eyes] compiling
 material: Ogre/Eyes WeirdEye.png
 loaded resolution = 256 x 256, 3 bytes per
 pixel compiling material:
 Ogre/Skin GreenSkin.jpg
 loaded resolution = 256 x 256, 3 bytes per
 pixel compiling material:
 Ogre/Earring spheremap.png
 loaded resolution = 256 x 256, 3 bytes per
 pixel compiling material:
 Ogre/Tusks dirt01.jpg
 loaded resolution = 96 x 96, 3 bytes per
 pixel
 done creating entity: Robot from mesh:
 robot2.mesh.xml parsing XML
 file
 [Examples/Robot] compiling material:
 Examples/Robot r2skin.jpg
 loaded resolution = 512 x 512, 3 bytes per
 pixel Compiling program: (Just Examples/AmbientShadingVP,Just
 Examples/AmbientShadingFP) Shader info log for
 'Examples/AmbientShadingVP':


 Shader info log for 'Examples/AmbientShadingFP':


 Program info log:


  done
 creating entity: Car from mesh: scooby_body.mesh.xml
 parsing XML file

 [Ac3d/Scooby_Body/Mat001_Tex03,Ac3d/Scooby_Body/Mat001_Tex02,Ac3d/Scooby_Body/Mat001_Tex01]
 compiling material: Ac3d/Scooby_Body/Mat001_Tex01
 chasis.jpg loaded
 resolution = 512 x 512, 3 bytes per pixel
 compiling material: Ac3d/Scooby_Body/Mat001_Tex02
 ventanas.jpg loaded
 resolution = 512 x 512, 3 bytes per pixel
 compiling material: Ac3d/Scooby_Body/Mat001_Tex03
 chasis_a.jpg loaded
 resolution = 128 x 256, 3 bytes per pixel
  done

Until this point it is OK. (sorry for the lots of debug info, i'll remove
them later)


 1 frames in 13.45548 seconds = 7.431916215549353e-2 FPS

The FPS calculation is wrong at first frame. I have a geforce 7300 GS and
its running at ~670 FPS in 640x480 sized window.
The example uses glsl shader. (if you remove robot from the scene then it
will be compatible with older graphic cards too)
Please press ESC to exit from example program instead of closing the window.

The screenshot (http://code.google.com/p/lambdacube/) is taken from
example1, you should get same one.


 zsh: abort  ./example1


 8


 I _think_ example1 is killed by SIGABRT, but I could be wrong, I've
 never seen this before. Anyway, it's a strange thing.

Does the program exit immediatly after the first rendered frame?


 OpenGL vendor string: NVIDIA Corporation
 OpenGL renderer string: GeForce 7600 GS/PCI/SSE2
 OpenGL version string: 2.1.2 NVIDIA 177.82
 OpenGL shading language version string: 1.20 NVIDIA via Cg compiler

 X.Org X Server 1.5.3

 Linux solaris 2.6.28-tuxonice-r1 #20 PREEMPT Tue Mar 10 19:07:36 CET
 2009 x86_64 AMD Athlon(tm) 64 Processor 3200+ AuthenticAMD GNU/Linux

 The Glorious Glasgow Haskell Compilation System, version 6.10.1

I've tested with ghc 6.10.1 on amd sempron 1800+ 32 bit gnu/linux geforce
7300gs.


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[Haskell-cafe] Re: SOC idea ticket: Rendering Engine

2009-03-23 Thread Achim Schneider
Csaba Hruska csaba.hru...@gmail.com wrote:

  I _think_ example1 is killed by SIGABRT, but I could be wrong, I've
  never seen this before. Anyway, it's a strange thing.
   
 Does the program exit immediatly after the first rendered frame?

Usually yes, sometimes I'm seeing the ogre being rotated before
SIGABRT. At first I thought it might be the app getting confused by
xmonad resizing it, but switching to twm or kwm didn't help. I'm going
to investigate a bit further as soon as I figured out why xmonad
doesn't use xinerama(again) after re-compilation.

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