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  1. SoundStorm: PortAudio V19-devel (built Jan 21 2015 16:04:05) build 1899
  2. 0 Microsoft Sound Mapper - Input Ch 2in 0out 44100Hz [in only]
  3. 1 Microphone (High Definition Aud Ch 2in 0out 44100Hz [sysdef in] [apidef in] [in only]
  4. 2 Microsoft Sound Mapper - Output Ch 0in 2out 44100Hz [out only]
  5. *3 Headphones (High Definition Aud Ch 0in 2out 44100Hz [sysdef out] [apidef out] [out only]
  6. 4 VE247-4 (NVIDIA High Definition Ch 0in 2out 44100Hz [out only]
  7. 5 Digital Audio (S/PDIF) (High De Ch 0in 2out 44100Hz [out only]
  8. 6 Line 1 (Virtual Audio Cable) Ch 0in 2out 44100Hz [out only]
  9. 7 Digital Audio (S/PDIF) (High De Ch 0in 2out 44100Hz [out only]
  10. Initialising player...
  11. Initialising universe...
  12. AdvertCity version Beta 8.6.8317.45378 Release GCC 4.9.0 for Windows
  13. Initialising graphics...
  14. Oculus: Initialising Oculus Rift...
  15. Oculus: Device not found
  16. Oculus: Sensor not found
  17. Monitors: 2
  18. Monitor 0 (primary)
  19. Name: Generic PnP Monitor
  20. Physical size: [531,299]mm (23.9764" diagonal)
  21. Position: [0,0]
  22. Mode: 1920x1080 at 60Hz (8r8g8b)
  23. Actual DPI: 76.2
  24. Monitor 1
  25. Name: Generic PnP Monitor
  26. Physical size: [531,299]mm (23.9764" diagonal)
  27. Position: [1920,84]
  28. Mode: 1920x1080 at 60Hz (8r8g8b)
  29. Actual DPI: 76.2
  30. Window size: [1920,1080] (fullscreen)
  31. GL_VERSION: 4.4.0
  32. GL_VENDOR: NVIDIA Corporation
  33. GL_RENDERER: GeForce GTX 660/PCIe/SSE2
  34. GL_SHADING_LANGUAGE_VERSION: 4.40 NVIDIA via Cg compiler
  35. GL version major 4 minor 4 revision 0 API 196609 profile 0
  36. GL antialiasing mode: 8 buffers: 1, samples: 8
  37. GL depth buffer: 24 bits
  38. GL recommended max vertices: 1048576, indices: 1048576
  39. GL max texture size: 16384x16384
  40. GL max array texture layers: 2048
  41. GL max combined texture image units: 192
  42. GL max anisotropic filter samples: 16
  43. Graphics initialised.
  44. Shader: Compiling vertex... fragment... linking... done (3).
  45. Shader: Compiling vertex... fragment... linking... done (4).
  46. Shader: Compiling vertex... fragment... linking... done (5).
  47. Shader: Compiling vertex... fragment... linking... done (6).
  48. Shader: Compiling vertex... fragment... linking... done (7).
  49. Shader: Compiling vertex... fragment... linking... done (8).
  50. Shader: Compiling vertex... fragment... linking... done (9).
  51. Shader: Compiling vertex... fragment... linking... done (10).
  52. Shader: Compiling vertex... fragment... linking... done (11).
  53. Shader: Compiling vertex... fragment... linking... done (12).
  54. Shader: Compiling vertex... fragment... linking... done (13).
  55. Shader: Compiling vertex... fragment... linking... done (14).
  56. Looking for input devices...
  57. DEBUG: mouse is in edgelook mode
  58. Loading megacorp logo atlas...
  59. Decoded 2048x2048 16384KB texture from 715KB PNG (4% size).
  60. GUIStorm: Initialising 0 top level buffers...
  61. GUIStorm: Shader: Compiling vertex... fragment... linking... done (15).
  62. GUIStorm: Loading 12 fonts to 256x256 atlas...
  63. GUIStorm: WARNING: font load: no room in atlas for font Frontier at size 36
  64. GUIStorm: Texture atlas full (no room for Frontier size 36), growing atlas...
  65. GUIStorm: Loading 12 fonts to 512x512 atlas...
  66. GUIStorm: Font atlas uploaded, 256KB, id=3
  67. New window size [1920,1080] aspect ratio 1.77778
  68. DEBUG: mouse is in edgelook mode
  69. Initialisation complete.
  70. DEBUG: mouse is free
  71. Window lost focus
  72. Window minimised
  73. Paused
  74. New window size [1920,1080] aspect ratio 1.77778
  75. Window focused
  76. Window restored
  77. DEBUG: mouse is free
  78. Resumed
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