Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- SoundStorm: PortAudio V19-devel (built Jan 21 2015 16:04:05) build 1899
- 0 Microsoft Sound Mapper - Input Ch 2in 0out 44100Hz [in only]
- 1 Microphone (High Definition Aud Ch 2in 0out 44100Hz [sysdef in] [apidef in] [in only]
- 2 Microsoft Sound Mapper - Output Ch 0in 2out 44100Hz [out only]
- *3 Headphones (High Definition Aud Ch 0in 2out 44100Hz [sysdef out] [apidef out] [out only]
- 4 VE247-4 (NVIDIA High Definition Ch 0in 2out 44100Hz [out only]
- 5 Digital Audio (S/PDIF) (High De Ch 0in 2out 44100Hz [out only]
- 6 Line 1 (Virtual Audio Cable) Ch 0in 2out 44100Hz [out only]
- 7 Digital Audio (S/PDIF) (High De Ch 0in 2out 44100Hz [out only]
- Initialising player...
- Initialising universe...
- AdvertCity version Beta 8.6.8317.45378 Release GCC 4.9.0 for Windows
- Initialising graphics...
- Oculus: Initialising Oculus Rift...
- Oculus: Device not found
- Oculus: Sensor not found
- Monitors: 2
- Monitor 0 (primary)
- Name: Generic PnP Monitor
- Physical size: [531,299]mm (23.9764" diagonal)
- Position: [0,0]
- Mode: 1920x1080 at 60Hz (8r8g8b)
- Actual DPI: 76.2
- Monitor 1
- Name: Generic PnP Monitor
- Physical size: [531,299]mm (23.9764" diagonal)
- Position: [1920,84]
- Mode: 1920x1080 at 60Hz (8r8g8b)
- Actual DPI: 76.2
- Window size: [1920,1080] (fullscreen)
- GL_VERSION: 4.4.0
- GL_VENDOR: NVIDIA Corporation
- GL_RENDERER: GeForce GTX 660/PCIe/SSE2
- GL_SHADING_LANGUAGE_VERSION: 4.40 NVIDIA via Cg compiler
- GL version major 4 minor 4 revision 0 API 196609 profile 0
- GL antialiasing mode: 8 buffers: 1, samples: 8
- GL depth buffer: 24 bits
- GL recommended max vertices: 1048576, indices: 1048576
- GL max texture size: 16384x16384
- GL max array texture layers: 2048
- GL max combined texture image units: 192
- GL max anisotropic filter samples: 16
- Graphics initialised.
- Shader: Compiling vertex... fragment... linking... done (3).
- Shader: Compiling vertex... fragment... linking... done (4).
- Shader: Compiling vertex... fragment... linking... done (5).
- Shader: Compiling vertex... fragment... linking... done (6).
- Shader: Compiling vertex... fragment... linking... done (7).
- Shader: Compiling vertex... fragment... linking... done (8).
- Shader: Compiling vertex... fragment... linking... done (9).
- Shader: Compiling vertex... fragment... linking... done (10).
- Shader: Compiling vertex... fragment... linking... done (11).
- Shader: Compiling vertex... fragment... linking... done (12).
- Shader: Compiling vertex... fragment... linking... done (13).
- Shader: Compiling vertex... fragment... linking... done (14).
- Looking for input devices...
- DEBUG: mouse is in edgelook mode
- Loading megacorp logo atlas...
- Decoded 2048x2048 16384KB texture from 715KB PNG (4% size).
- GUIStorm: Initialising 0 top level buffers...
- GUIStorm: Shader: Compiling vertex... fragment... linking... done (15).
- GUIStorm: Loading 12 fonts to 256x256 atlas...
- GUIStorm: WARNING: font load: no room in atlas for font Frontier at size 36
- GUIStorm: Texture atlas full (no room for Frontier size 36), growing atlas...
- GUIStorm: Loading 12 fonts to 512x512 atlas...
- GUIStorm: Font atlas uploaded, 256KB, id=3
- New window size [1920,1080] aspect ratio 1.77778
- DEBUG: mouse is in edgelook mode
- Initialisation complete.
- DEBUG: mouse is free
- Window lost focus
- Window minimised
- Paused
- New window size [1920,1080] aspect ratio 1.77778
- Window focused
- Window restored
- DEBUG: mouse is free
- Resumed
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement