Starting MaSzyna rail vehicle simulator.
Compilation 26-12-2009
Online documentation and additional files on http://www.eu07.pl
Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx_EU, OLO_EU, Bart, Quark
-t, ShaXbee, Oli_EU, youBy and others
Renderer:
VIA/S3G UniChrome Pro IGP/MMX/SSE
Vendor:
S3 Graphics
OpenGL Version:
1.2
Supported Extensions:
GL_ARB_point_parameters GL_ARB_multitexture GL_EXT_blend_color GL_EXT_blend_minm
ax GL_EXT_blend_subtract GL_ARB_texture_env_combine GL_EXT_texture_env_combine G
L_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_ARB_texture_env_add GL_EXT_tex
ture_env_add GL_EXT_secondary_color GL_EXT_texture_lod_bias GL_ARB_texture_mirro
red_repeat GL_EXT_stencil_wrap GL_EXT_fog_coord GL_ARB_transpose_matrix GL_EXT_s
eparate_specular_color GL_EXT_rescale_normal GL_ARB_window_pos GL_EXT_abgr GL_EX
T_bgra GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_vertex_array GL_EXT_c
ompiled_vertex_array GL_WIN_swap_hint GL_EXT_texture_compression_s3tc GL_ARB_tex
ture_compression GL_S3_s3tc GL_EXT_draw_range_elements
glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0);
glFogfv(GL_FOG_COLOR, FogColor);
glClearDepth(1.0f);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.04);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPolygonMode(GL_FRONT, GL_FILL);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glLineWidth(1.0f);
glPointSize(2.0f);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specularLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, whiteLight) ;
glEnable(GL_LIGHTING);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, FogColor);
glFogf(GL_FOG_START, 1000.0f);
glFogf(GL_FOG_END, 2000.0f);
glEnable(GL_FOG);
Font init
Font init OK
Sound Init
textures\logo.bmp
OK
Sound Init OK
Textures init
Textures init OK
Models init
Models init OK
Ground init
Scenery sky definition
cgskj_overcast005.t3d
Scenery atmo definition
Scenery light definition
textures\rail_screw_used1.dds
I tu się za każdym razem wykoleja...
Log wrzucamy w code albo w załącznik.
Quark-t