DevalVR support

 

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 Post subject: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 6:41 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
Hi fiero,
I have an interesting bug (problem). When I activate the "compass" function and
I clic in the view, the player selected - jumping automatically from Direct X Hardware acceleration (default) to devalvr engine... :roll: and the png or bmp compass is going white :shock: . No problem in Open GL.
I guess the problem could be at the driver for my geforce 6200 graphic card, or?
System XP SP 3, Athlon 2400 Geforce 6200 graphic, direct x 9, the last nvidia drivers...
Tested on the same PC, but in Win 7 partition, no problems...

Any ideea ?...

Regards,
Emilban


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 7:20 pm 
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I only was walking somewhere...
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Joined: Tue Aug 09, 2005 1:55 am
Posts: 1920
Hi Emilban,

What is the size in pixels of the panorama?


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 8:02 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
Hi fiero,
its about 6000px x 3000 px


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 8:10 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
...and its happened allways with interface file (skin). Without skin, it's still
happened, but not regullary, and that's make me confused.


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 8:17 pm 
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I only was walking somewhere...
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Joined: Tue Aug 09, 2005 1:55 am
Posts: 1920
Can you show me the content of c:\debug.txt file when you open and close this player (without to load anything)? http://www.devalvr.com/fiero/playerUnicodeDebug.zip


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 8:44 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
00:00:00:018 Init window creation
00:00:00:030 Space Navigator initialization
00:00:00:037 Initial camera parameters
I guess it looks like this...

00:00:00:037 Create graphic engine
00:00:00:038 Create graphic engine: Initialization
00:00:00:043 Create graphic engine: Check DirectX version=0900 mode=0
00:00:00:045 Create graphic engine: DirectDraw created
00:00:00:052 Load default config
00:00:00:078 End window creation
00:00:00:137 Init scene creation
00:00:00:139 Create graphic engine: Initialization
00:00:00:139 Create graphic engine: Check DirectX version=0900 mode=1
00:00:00:147 Create graphic engine: Direct3D created
00:00:00:161 Create graphic engine: Direct3D device created
00:00:00:162 Create graphic engine: Display Memory=121917440
00:00:00:187 Loading file:
00:00:00:188 End scene creation
00:00:00:189 Init scene control
00:00:08:768 End scene control


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 8:47 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
again...
00:00:00:018 Init window creation
00:00:00:031 Space Navigator initialization
00:00:00:039 Initial camera parameters
00:00:00:040 Create graphic engine
00:00:00:041 Create graphic engine: Initialization
00:00:00:046 Create graphic engine: Check DirectX version=0900 mode=0
00:00:00:048 Create graphic engine: DirectDraw created
00:00:00:056 Load default config
00:00:00:085 End window creation
00:00:00:150 Init scene creation
00:00:00:151 Create graphic engine: Initialization
00:00:00:152 Create graphic engine: Check DirectX version=0900 mode=1
00:00:00:160 Create graphic engine: Direct3D created
00:00:00:196 Create graphic engine: Direct3D device created
00:00:00:197 Create graphic engine: Display Memory=121917440
00:00:00:222 Loading file:
00:00:00:224 End scene creation
00:00:00:225 Init scene control
00:00:02:952 End scene control


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 8:52 pm 
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I only was walking somewhere...
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Joined: Tue Aug 09, 2005 1:55 am
Posts: 1920
The player jumps to software engine when free VRAM is 0, can you see if this value is very small when you open your content?


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 9:08 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
sorry, where can I see the vram value...


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 9:17 pm 
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I only was walking somewhere...
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Joined: Tue Aug 09, 2005 1:55 am
Posts: 1920
Click the (i) button in the player tools bar, the "View camera info" button.


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 9:36 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
oh, yes ...of course
So: the value in HWA - vram used: 25-27 MB
in devalvr vram used: 3,1- 3,0 MB and the compass is white...!

with interfacefile I canot see the informations...(i), but here its still jumping....:-)


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 10:34 pm 
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I only was walking somewhere...
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Joined: Tue Aug 09, 2005 1:55 am
Posts: 1920
what is the value of VRAM used and VRAM free (HW) before to jump to software?


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 Post subject: Re: jumping from directx HWA to devalvr engine
PostPosted: Sat Mar 06, 2010 11:25 pm 
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Joined: Tue Jul 03, 2007 2:51 pm
Posts: 90
Location: Germany
well, its strange (for me)...
in HWA - vram used: 31,3 vram free: 94,7 (zoom set 0.4)

when I load it again with zoom set 0,3 it starts with
devalvr engine vram 3.1 vram free: 0,0 compass white (bad)
by setting manual back to hwa it shows:
vram used 44,5 vram free 81,5 compass ok
and the most strange is ...it works ok a few minutes.

could it be a particulary case just for my PC configurations (wrong setting
in win xp, some bad videocodecs ), because as I said, on the same PC, with the
same hardware but in a win 7 partition works fine....
I ve send the script to other user, and it also works fine, on xp, vista... :roll:


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