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)

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