glmark2 2012.12
Info: OpenGL Information
Info: GL_VENDOR: ATI Technologies Inc.
Info: GL_RENDERER: AMD Radeon HD 6900 Series
Info: GL_VERSION: 4.2.12172 Compatibility Profile Context 9.002
Info: [terrain] <default>: FPS: 424 FrameTime: 2.358 ms
Debug: Loading vertex shader from file None:
Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
Debug: const vec4 LightSourcePosition = vec4(0.000000, 3.000000, 2.000000, 1.000000);
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug: attribute vec2 texcoord;
Debug:
Debug: uniform mat4 ModelViewProjectionMatrix;
Debug: uniform mat4 NormalMatrix;
Debug:
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: // Transform the normal to eye coordinates
Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
Debug:
Debug: // The LightSourcePosition is actually its direction for directional light
Debug: vec3 L = normalize(LightSourcePosition.xyz);
Debug:
Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
Debug: // to get the actual color that we will use to draw this vertex with
Debug: float diffuse = max(dot(N, L), 0.0);
Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
Debug:
Debug: // Set the texture coordinates as a varying
Debug: TextureCoord = texcoord;
Debug:
Debug: // Transform the position to clip coordinates
Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: gl_FragColor = Color;
Debug: }
Debug: Loading model from 3ds file '/usr/local/share/glmark2/models/horse.3ds'
Debug: Object name: HORSE_L_Mate Vertex count: 3582 Face count: 7172
Debug: Loading vertex shader from file None:
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug:
Debug: uniform mat4 ModelViewProjectionMatrix;
Debug:
Debug: varying vec3 Normal;
Debug:
Debug: void main(void)
Debug: {
Debug: Normal = normal;
Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec3 Normal;
Debug:
Debug: void main()
Debug: {
Debug: gl_FragColor = vec4(Normal, 1.0);
Debug: }
Error: DepthRenderState::setup: glCheckFramebufferStatus failed (0x8cdb)
Error: Failed to set up the render target for the depth pass
Info: [shadow] <default>: Set up failed
Ошибка сегментирования (сделан дамп памяти)
Started with the-d
The last line
glmark2 2012.12
Info: OpenGL Information
Info: GL_VENDOR: ATI Technologies Inc.
Info: GL_RENDERER: AMD Radeon HD 6900 Series
Info: GL_VERSION: 4.2.12172 Compatibility Profile Context 9.002
Info: [terrain] <default>: FPS: 424 FrameTime: 2.358 ms tionMatrix; vec3(NormalMatr ix * vec4(normal, 1.0))); LightSourcePosi tion.xyz) ; .rgb, MaterialDiffuse.a); tionMatrix * vec4(position, 1.0); share/glmark2/ models/ horse.3ds' tionMatrix; tionMatrix * vec4(position, 1.0); e::setup: glCheckFramebuf ferStatus failed (0x8cdb)
Debug: Loading vertex shader from file None:
Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000);
Debug: const vec4 LightSourcePosition = vec4(0.000000, 3.000000, 2.000000, 1.000000);
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug: attribute vec2 texcoord;
Debug:
Debug: uniform mat4 ModelViewProjec
Debug: uniform mat4 NormalMatrix;
Debug:
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: // Transform the normal to eye coordinates
Debug: vec3 N = normalize(
Debug:
Debug: // The LightSourcePosition is actually its direction for directional light
Debug: vec3 L = normalize(
Debug:
Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case)
Debug: // to get the actual color that we will use to draw this vertex with
Debug: float diffuse = max(dot(N, L), 0.0);
Debug: Color = vec4(diffuse * MaterialDiffuse
Debug:
Debug: // Set the texture coordinates as a varying
Debug: TextureCoord = texcoord;
Debug:
Debug: // Transform the position to clip coordinates
Debug: gl_Position = ModelViewProjec
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: gl_FragColor = Color;
Debug: }
Debug: Loading model from 3ds file '/usr/local/
Debug: Object name: HORSE_L_Mate Vertex count: 3582 Face count: 7172
Debug: Loading vertex shader from file None:
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug:
Debug: uniform mat4 ModelViewProjec
Debug:
Debug: varying vec3 Normal;
Debug:
Debug: void main(void)
Debug: {
Debug: Normal = normal;
Debug: gl_Position = ModelViewProjec
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec3 Normal;
Debug:
Debug: void main()
Debug: {
Debug: gl_FragColor = vec4(Normal, 1.0);
Debug: }
Error: DepthRenderStat
Error: Failed to set up the render target for the depth pass
Info: [shadow] <default>: Set up failed
Ошибка сегментирования (сделан дамп памяти)