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Strange FPS boost after restart of the fraphic engine
https://www.quake3world.com/forum/viewtopic.php?f=10&t=37909
Page 1 of 1

Author:  Herr W [ 08-05-2008 01:56 AM ]
Post subject:  Strange FPS boost after restart of the fraphic engine

Hi everyone!

Today I come with a strange effect which seems to have something to do with texture details, but no idea what. - And, as I wrote, only on ioQuake3, not the id-version.

When I run the engine and load my map (right, a tooney Monkeys-of-Doom one) it starts with a low FPS-count (on my computer around 25). - I think the reason for this is the environment stage of the cartoon shaders, looking like this:

Code:
   
   {
      map textures/13island/shade.tga
      blendfunc filter
      rgbGen identity
      tcGen environment
      }

(It creates a dynamic shadow, changing it's position when the player moves)

So far, so not surprising... Now comes the strange part: When I go into the settings, pull the "Texture Detail" slider (no matter into which direction!) and return to the map, it runs with around 200 FPS! - But without any loss of graphic quality as all detailed, no-toon textures have a "nomipmaps" in their shaders!

... And that makes me feel a little like this: :confused: this: :dork: and this: :ducky:

Author:  ^misantropia^ [ 08-05-2008 07:32 AM ]
Post subject:  Re: Strange "Texture Detail" effect on ioQuake3

Weird bug. What happens if you start the game with '+set r_vertexlight 1 +devmap yourmap'?

Author:  Herr W [ 08-05-2008 11:38 PM ]
Post subject:  Re: Strange "Texture Detail" effect on ioQuake3

Vertexlight seems not to work with the cartoon-effect. It makes the map look all black:
Image

... instead of:

Image

But there IS a difference: When I run the map as you suggested (+set r_vertexlight 1), it reaches 200 fps immediately. When I start it with '+set r_vertexlight 0' we have the old situation: It runs with around 20 fps. - Until I move the "Texture Detail" slider... I mean, it's good to know that the engine is capable of running a pretty complex map such fast, but it would be even better if it doesn't need a trick for that... :rolleyes:

Author:  ^misantropia^ [ 08-06-2008 10:06 AM ]
Post subject:  Re: Strange "Texture Detail" effect on ioQuake3

r_vertexligt 0 and not having the issue means is not a general engine bug, but something in the shader processing. You might want to file a bug report with ioquake3: http://bugzilla.icculus.org/

Author:  Herr W [ 08-07-2008 06:45 AM ]
Post subject:  Re: Strange "Texture Detail" effect on ioQuake3

I will! - Thanks for the tip!

BTW: I can't read much out of it, but maybe someone else. - This is the log-file (starting Q3, starting a server with the map, going into the settings and changing texture detail, returning to the map), with - in my opinion - probably relevant parts in red:

ioq3 1.35 win_mingw-x86 Sep 28 2007
----- FS_Startup -----
Current search path:
H:\Dokumente und Einstellungen\Wilko1\Anwendungsdaten\Quake3/baseq3
H:\MONKEYS of DOOM_02_sst\baseq3\ww_vm_08.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_textures.pk3 (11 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_sprites.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_sound.pk3 (117 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_shotgun.pk3 (64 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_scripts.pk3 (52 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_satan.pk3 (80 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_rubinie.pk3 (80 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_rocketl.pk3 (89 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_robinson.pk3 (84 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_railgun.pk3 (61 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_powerups.pk3 (92 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_pain.pk3 (88 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_music.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_models.pk3 (11 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_menu.pk3 (110 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_machinegun.pk3 (56 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_kat1024toon3.pk3 (168 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_karl.pk3 (94 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_icons.pk3 (2 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_grenadel.pk3 (44 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_gibs.pk3 (21 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_gfx.pk3 (57 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_gauntlet.pk3 (33 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_botfiles.pk3 (74 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_affe.pk3 (65 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak8.pk3 (2 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak7.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak6.pk3 (22 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak5.pk3 (1 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak4.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak3.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak2.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak1.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak0.pk3 (182 files)
H:\MONKEYS of DOOM_02_sst\baseq3\mapmedia.pk3 (167 files)
H:\MONKEYS of DOOM_02_sst\baseq3\common-spog.pk3 (29 files)
H:\MONKEYS of DOOM_02_sst\baseq3\13stone_mod7.pk3 (201 files)
H:\MONKEYS of DOOM_02_sst/baseq3

----------------------
2189 files in pk3 files


**************************************************
WARNING: pak8.pk3 is present but its checksum (2556995263)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak6.pk3 is present but its checksum (750398427)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak5.pk3 is present but its checksum (2556995263)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak4.pk3 is present but its checksum (2765761860)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak2.pk3 is present but its checksum (1926877407)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak1.pk3 is present but its checksum (1349256631)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak0.pk3 is present but its checksum (2556995263)
is not correct. Please re-install the point release
**************************************************

execing default.cfg
execing q3config.cfg
com_zoneMegs will be changed upon restarting.
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL_Init( SDL_INIT_VIDEO )... OK
Initializing OpenGL display
...setting mode 6: 1024 768
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce 8500 GT/PCI/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...ignoring GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8500 GT/PCI/SSE2
GL_VERSION: 2.1.1

GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp 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_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_mirror_clamp 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_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 0

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: disabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----

------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "dsound".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
02DDE6C8 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started

Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1222 jump table targets
VM file ui compiled to 603006 bytes of code
ui loaded in 1376864 bytes on the hunk
3 arenas parsed
1 arenas ignored to make count divisible by 4
20 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: FLUESTERER
IP: 192.168.2.101
Requesting servers from the master...
CL_ServersResponsePacket
112 servers parsed (total 112)
CL_ServersResponsePacket
112 servers parsed (total 224)
CL_ServersResponsePacket
112 servers parsed (total 336)
CL_ServersResponsePacket
112 servers parsed (total 448)
CL_ServersResponsePacket
112 servers parsed (total 560)
CL_ServersResponsePacket
112 servers parsed (total 672)
CL_ServersResponsePacket
112 servers parsed (total 784)
CL_ServersResponsePacket
112 servers parsed (total 896)
CL_ServersResponsePacket
112 servers parsed (total 1008)
CL_ServersResponsePacket
112 servers parsed (total 1120)
CL_ServersResponsePacket
112 servers parsed (total 1232)
CL_ServersResponsePacket
112 servers parsed (total 1344)
CL_ServersResponsePacket
112 servers parsed (total 1456)
CL_ServersResponsePacket
112 servers parsed (total 1568)
CL_ServersResponsePacket
112 servers parsed (total 1680)
CL_ServersResponsePacket
112 servers parsed (total 1792)
CL_ServersResponsePacket
102 servers parsed (total 1894)


>Starting the map for the first time...

------ Server Initialization ------
Server: 13STONE_MOD7
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8500 GT/PCI/SSE2
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp 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_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_mirror_clamp 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_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 0


PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: disabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
----- FS_Startup -----

Current search path:
H:\Dokumente und Einstellungen\Wilko1\Anwendungsdaten\Quake3/baseq3
H:\MONKEYS of DOOM_02_sst\baseq3\ww_vm_08.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_textures.pk3 (11 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_sprites.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_sound.pk3 (117 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_shotgun.pk3 (64 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_scripts.pk3 (52 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_satan.pk3 (80 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_rubinie.pk3 (80 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_rocketl.pk3 (89 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_robinson.pk3 (84 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_railgun.pk3 (61 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_powerups.pk3 (92 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_pain.pk3 (88 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_music.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_models.pk3 (11 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_menu.pk3 (110 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_machinegun.pk3 (56 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_kat1024toon3.pk3 (168 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_karl.pk3 (94 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_icons.pk3 (2 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_grenadel.pk3 (44 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_gibs.pk3 (21 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_gfx.pk3 (57 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_gauntlet.pk3 (33 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_botfiles.pk3 (74 files)
H:\MONKEYS of DOOM_02_sst\baseq3\ww_affe.pk3 (65 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak8.pk3 (2 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak7.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak6.pk3 (22 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak5.pk3 (1 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak4.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak3.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak2.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak1.pk3 (4 files)
H:\MONKEYS of DOOM_02_sst\baseq3\pak0.pk3 (182 files)
H:\MONKEYS of DOOM_02_sst\baseq3\mapmedia.pk3 (167 files)
H:\MONKEYS of DOOM_02_sst\baseq3\common-spog.pk3 (29 files)
H:\MONKEYS of DOOM_02_sst\baseq3\13stone_mod7.pk3 (201 files)
H:\MONKEYS of DOOM_02_sst/baseq3

----------------------
4378 files in pk3 files


**************************************************
WARNING: pak8.pk3 is present but its checksum (2556995263)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak6.pk3 is present but its checksum (750398427)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak5.pk3 is present but its checksum (2556995263)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak4.pk3 is present but its checksum (2765761860)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak2.pk3 is present but its checksum (1926877407)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak1.pk3 is present but its checksum (1349256631)
is not correct. Please re-install the point release
**************************************************




**************************************************
WARNING: pak0.pk3 is present but its checksum (2556995263)
is not correct. Please re-install the point release
**************************************************

Loading vm file vm/qagame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 901 jump table targets
VM file qagame compiled to 1148803 bytes of code
qagame loaded in 2692128 bytes on the hunk
------- Game Initialization -------
gamename: baseq3
gamedate: Sep 28 2007
0 teams with 0 entities
6 items registered
-----------------------------------
Com_sprintf: overflow of 78 in 64
------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
------------ Map Loading ------------
trying to load maps/13STONE_MOD7.aas
loaded maps/13STONE_MOD7.aas
found 8 level items
-------------------------------------
20 bots parsed
3 arenas parsed
AAS initialized.
-----------------------------------

>Changing texture detail

RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8500 GT/PCI/SSE2
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp 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_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_mirror_clamp 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_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 0


PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: disabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----

Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1222 jump table targets
VM file ui compiled to 603006 bytes of code
ui loaded in 1376864 bytes on the hunk
3 arenas parsed
1 arenas ignored to make count divisible by 4
20 bots parsed
Loading vm file vm/cgame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 819 jump table targets
VM file cgame compiled to 803685 bytes of code
cgame loaded in 4604640 bytes on the hunk
^1ERROR: Could not open "sound/world/electro.wav"
^3WARNING: could not find sound/world/electro.wav - using default
^1ERROR: Could not open "sound/weapons/plasma/plasmx1a.wav"
^3WARNING: could not find sound/weapons/plasma/plasmx1a.wav - using default
stitched 0 LoD cracks
...loaded 3308 faces, 7 meshes, 434 trisurfs, 0 flares
^3WARNING: R_FindImageFile could not find 'sprites/bubble.tga' in shader 'waterBubble'
^3Shader waterBubble has a stage with no image
^3WARNING: R_FindImageFile could not find 'menu/medals/medal_defend.tga' in shader 'medal_defend'
^3Shader medal_defend has a stage with no image
^3WARNING: R_FindImageFile could not find 'gfx/damage/hole_lg_mrk.tga' in shader 'gfx/damage/hole_lg_mrk'
^3Shader gfx/damage/hole_lg_mrk has a stage with no image
CL_InitCGame: 1.95 seconds
44 msec to draw all images
Com_TouchMemory: 0 msec
Unnamed Player^7 entered the game
RE_Shutdown( 1 )
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
SDL_Init( SDL_INIT_VIDEO )... OK
Initializing OpenGL display
...setting mode 6: 1024 768
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce 8500 GT/PCI/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...ignoring GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic


GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8500 GT/PCI/SSE2
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp 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_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_mirror_clamp 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_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 0


PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 3
texture bits: 32
multitexture: disabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----

Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1222 jump table targets
VM file ui compiled to 603006 bytes of code
ui loaded in 1376864 bytes on the hunk
3 arenas parsed
1 arenas ignored to make count divisible by 4
20 bots parsed
Loading vm file vm/cgame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 819 jump table targets
VM file cgame compiled to 803685 bytes of code
cgame loaded in 4604640 bytes on the hunk
^1ERROR: Could not open "sound/world/electro.wav"
^3WARNING: could not find sound/world/electro.wav - using default
^1ERROR: Could not open "sound/weapons/plasma/plasmx1a.wav"
^3WARNING: could not find sound/weapons/plasma/plasmx1a.wav - using default
stitched 0 LoD cracks
...loaded 3308 faces, 7 meshes, 434 trisurfs, 0 flares
^3WARNING: R_FindImageFile could not find 'sprites/bubble.tga' in shader 'waterBubble'
^3Shader waterBubble has a stage with no image
^3WARNING: R_FindImageFile could not find 'menu/medals/medal_defend.tga' in shader 'medal_defend'
^3Shader medal_defend has a stage with no image
^3WARNING: R_FindImageFile could not find 'gfx/damage/hole_lg_mrk.tga' in shader 'gfx/damage/hole_lg_mrk'
^3Shader gfx/damage/hole_lg_mrk has a stage with no image
CL_InitCGame: 0.66 seconds
4 msec to draw all images
Com_TouchMemory: 0 msec
^3WARNING: music file music/Obi_02 is not 22k stereo
----- Server Shutdown (Server quit) -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------


... The only difference I can see is the "picmip 3" line, which doesn't seem to be the reason for the fps-boost, as the opposite change (from "picmip 3" to "picmip 0") causes the same result.

Hm...

Author:  Herr W [ 08-12-2008 06:43 AM ]
Post subject:  Re: Strange "Texture Detail" effect on ioQuake3

Thanks to sst13 it appears much more concrete what could cause the bug described above and what not:

Any change in the Grafic Settings ("Texture Quality", "Texture Filter" etc.) results in a performance boost, i.e. a restart of the engine makes it run much faster in general!

- That doesn't solve the problem, but is a good hint I think...

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