I am using the latest cvs and the latest models from cvs. The Makefile.3d built fine but when I tried to run seatravel i got the output below.
My video card is a GeForce4 440 Go 64M. If any other system info would help I can produce that as well. -Paul ****************************** *** Starting SDL Subsystem *** ****************************** SDLWindow::create Create window screen is valid GL_VERSION = 1.5.1 NVIDIA 61.06 GL_VENDOR = NVIDIA Corporation GL_EXTENSIONS = GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_ object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SUN_slice_accum *************************** *** GL Renderer Started *** *************************** RenderSystem capabilities ------------------------- * Hardware generation of mipmaps: yes * Texture blending: yes * Anisotropic texture filtering: yes * Dot product texture operation: yes * Cube mapping: yes * Hardware stencil buffer: yes - Stencil depth: 8 - Two sided stencil support: no - Wrap stencil values: yes * Hardware vertex / index buffers: yes * Vertex programs: yes - Max vertex program version: arbvp1 * Fragment programs: no * Texture Compression: yes - DXT: yes - VTC: no * Scissor Rectangle: yes * Hardware Occlusion Query: no * User clip planes: yes Parsing material script: water.material Parsing material script: cutter.material Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCam', relative dimensions L:0.00,T:0.00,W:1.00,H:1.00, Z-Order:0 Viewport for camera 'PlayerCam' - actual dimensions L:0,T:0,W:800,H:600 GLTexture: Loading seasea.jpg with 5 mipmaps from Image. Mesh: Loading CUThull.mesh. Can't assign material SOLID/sloopmd2v01.jpg to SubEntity of hull because this Material does not exist. Have you forgotten to define it in a .material script? GLTexture: Loading cutter.jpg with 5 mipmaps from Image. Mesh: Loading CUTmastil.mesh. Can't assign material SOLID/sloopmd2v01.jpg to SubEntity of mastil because this Material does not exist. Have you forgotten to define it in a .material script? Mesh: Loading CUTsails.mesh. Can't assign material SOLID/sloopmd2v01.jpg to SubEntity of sails because this Material does not exist. Have you forgotten to define it in a .material script? Fatal signal: Segmentation Fault (SDL Parachute Deployed)
