Slaaitjuh

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About Slaaitjuh

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  1. Texture matrix from triangle

      I am sorry for replying this late, I did not notice there was a reaction. Thanks for that.    Your first assumption is correct. The problem is that we are performing CSG on these planes, which creates sub vertices etc etc. A way to recalculate the texture coordinates ( in my head, that is) was to produce a uniform texture matrix that somehow preserves the original intention of the texture map. This would be a matrix per plane. I guess I have to agree with you that it would be impractical, maybe even impossible.    I considered barycentric coordinates (remember which plane had which vertices / uv, and do the math) yet the results were often _not spot on_. A lot of vertices got little offsetted texture coordinates which looks unnatural.    Another way was to do planar world mapping, but I wanted to avoid that since that only results in something nice on a box. Mapping a sphere or cone with this is not pretty.   The previous version I was working on involved creating the planes, looking up the texture coordinates and interpolate them along with the vertex data. The problem I have with this, is that it requires a lookup table from the original model to the CSG model. This is a weak link, which I'd like to avoid.   Do you have any tips/ideas I did not try yet?   Thanks again for your clear explanation.
  2. Hello,   I was wondering if there's anyone that can help me with the following idea. I am currently working on a CSG library. I made a function to import models. The models get converted to planes, and later on rebuild to vertices. For material editing I am using texture matrices per plane. I would like to continue this, but I am facing a problem/idea:   When reading an existing model, I can get the position, normal and texture coordinates for a given vertex/triangle. Since I can get the three vertices and texture coordinates of a triangle, I was wondering if there is a way to construct a Matrix from those parameters to recreate the texture coordinates after the CSG process. This would mean that the matrix would be able to calculate texture coordinates by transforming the vertex position.   The reason I would like for this to work, is that I can reuse the texture coordinates in the models, making the initial model look much better.   I would prefer examples in C# if I have a choice, but any language will do :-) Idea's are very welcome as well. Any clarification can be provided also.   Thanks,
  3. Game developers survey

    something went really bad! clicky thanks for reporting so early!
  4. Game developers survey

    Hello GameDev! I am currently doing my final teases for my university, and have to do a survey + results along with that. My intrest is to find habbits and needs for different kind of game companies, and to research what kind of financial support and games are used and created. The purpose of this research is not for sale and will not be sold. It is only used for a schoolproject. The data will be analysed and a result will be made and used in my final report. Don't hesitate to fill it out, I am looking for any kind of company that released games. If you released a game but aren't a company, fill it in as well! I hope you can find some spare time to fill it, I am hoping for hundreds and hundreds of replies of course It's a Google form, which makes it easy for both you and me to find, fill and analyse it. The link: Click here... Kind regards! [Edited by - Slaaitjuh on April 27, 2010 7:48:02 AM]
  5. Hello GameDev! I am currently doing my final teases for my university, and have to do a survey + results along with that. My intrest is to find habbits and needs for different kind of game companies, and to research what kind of financial support and games are used and created. The purpose of this research is not for sale and will not be sold. It is only used for a schoolproject. The data will be analysed and a result will be made and used in my final report. Don't hesitate to fill it out, I am looking for any kind of company that released games. If you released a game but aren't a company, fill it in as well! I hope you can find some spare time to fill it, I am hoping for hundreds and hundreds of replies of course :-) It's a Google form, which makes it easy for both you and me to find, fill and analyse it. The link: Clicky Kind regards! Jan ps. you might see this post on some other forums as well, sorry for spamming, but i need to find some reach...
  6. Hey Guys, I have (at least for me) a bit of a tough time figuring something out. I want to create a bounding sphere around an object, based on the minimum size it has to have on the screen. I have all camera parameters at hand, screen size at hand and the size of the bounding volume of the object itself, i just need to somehow calculate the distance towards the object in world space where the object starts to come into the field of possibly beeing 10% of screen size. Of course if the object is rotated somehow the area might be less then 10% even though the area is calculated right, but when the viewer comes into that area i can spend more expensive calculations. I made an image that might give some more visual idea to the "problem", and i was hoping someone might give me some hints, tips or solutions to the problem... Thanks in advance
  7. maybe you can combine batches with texture atlasses and vertex deformation to make everything have a bit of different appear + form
  8. Shader per object or?

    so would it be a good idea to for example use preset register for some values (like view, projection)? also i was thinking about using texture atlassing at some point someday. As i read so far the most cosly operation is texture switching(chaning redner target is bad to as i heard), so i figured that by grouping objects and putting their textures in 1 big texture, i'd be able to skip the constant texture swapping. Also by rendering multiple shadow maps to one big texture might save some render target switching. But this is very offtopic maybe, and also maybe providing even more problems + performance hit... thanks for the advices btw!
  9. Sampler addressU wrap

    i just copied the original map to a rendertarget of the same size and same format and then the wrapping and stuff works great. This is confusing to me, sincei just load the texture by Texture.Load(device,byte[]); This is the offsetmap, which contains all positions for the actual vertices. does anyone know how this can be working but not directly from that map?
  10. Sampler addressU wrap

    i read about problems around texture sizes beeing a multiply by two, but i don't think this is the problem. The rendertarget is 128x64 and the map where it should read from is 64x64.
  11. Hey guys, i am having a problem that i am banging my head over. I hoped you guys might know something about this. I have an offsetMap for a sort of displacement mapping of a terrain. The terrain offsetMap's pixels present the position of the vertex. This is created in photoshop as a A32B32G32R32F dds file without mipmapping. I found a code in ShaderX 3 about these kind of 'problems'. What i want to do is load three vertices from this map and calculate the face normal and write that to a renderTarget, so i can do the same per vertex to interpolate a vertex normal. All not to exiting, but the problem is that while i set addressU from the offsetMap to Wrap, it remains to clamp (at least, i think). The return values stuck after reading the first 'row' of the texture, and after that it keeps reading the last pixels from the rows (that is what i concluded from analyzing the results in the renderTarget). The shader code: //-------------------------------------------------------------------------------------- // File: GenFaceNormalTopoMap.fx // //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Global variables //-------------------------------------------------------------------------------------- float2 g_vertexMapAddrConsts : VertexMapAddressConstants; texture g_positionVertexMap : OffsetMap; sampler2D g_positionSampler = sampler_state { Texture = <g_positionVertexMap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Wrap; // required for fast 1D to 2D conversion AddressV = Clamp; }; texture g_faceTopoMap : FaceTopologyMap; sampler2D g_topoMapSampler = sampler_state { Texture = <g_faceTopoMap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Wrap; // required for fast 1D to 2D conversion AddressV = Clamp; }; // texConsts.x = 1.f/TexWidth // texConsts.y = (1.f/TexWidth)*(1.f/TexHeight); float2 GPUConvert1DAddressTo2D( float oneD, float2 texConsts ) { return( float2(oneD, oneD) * texConsts ); } struct sTriangleFace { float3 vertexIndex; }; float3 CalcFaceNormal( sTriangleFace face ) { float3 p0 = tex2D( g_positionSampler, GPUConvert1DAddressTo2D(face.vertexIndex.x, g_vertexMapAddrConsts).xy ).xyz; float3 p1 = tex2D( g_positionSampler, GPUConvert1DAddressTo2D(face.vertexIndex.y, g_vertexMapAddrConsts).xy ).xyz; float3 p2 = tex2D( g_positionSampler, GPUConvert1DAddressTo2D(face.vertexIndex.z, g_vertexMapAddrConsts).xy ).xyz; // calc face normal float3 v0 = p1 - p0; float3 v1 = p2 - p0; float3 n = cross( v0, v1 ); return( normalize(n) ); //return (face.vertexIndex); //return (float3(p0.x, p1.x, p2.x)); //return (float3(face.vertexIndex.x, face.vertexIndex.x, 0) * float3(g_vertexMapAddrConsts.xy, 0)); } float4 GenFaceNormalTopoMap( in float2 inUV : TEXCOORD0 ) : COLOR0 { sTriangleFace data; float4 tmp = tex2D( g_topoMapSampler, inUV ).xyzw; data.vertexIndex = tmp.xyz; return float4( CalcFaceNormal( data ),1 ); } //-------------------------------------------------------------------------------------- // Techniques //-------------------------------------------------------------------------------------- technique RenderScene { pass P0 { PixelShader = compile ps_3_0 GenFaceNormalTopoMap(); } } does anyone have a clue why this is not working properly? [Edited by - Slaaitjuh on May 8, 2008 2:37:24 AM]
  12. Parallax mapping wrong results

    it is present and comparing it to the example loader i have it equals to it.. :S
  13. I am using parallax mapping from XNA Rocket Commander game, to be used in a SlimDX framework. This is the code: // Project: Rocket Commander, File: ParallaxMapping.fx // Creation date: 01.11.2005 04:56 // Last modified: 01.11.2005 18:13 // Author: Benjamin Nitschke (abi@exdream.com) (c) 2005 // Note: To test this use FX Composer from NVIDIA! string description = "Parallax normal mapping shaders for a directional light"; // Shader techniques in this file, all shaders work with vs/ps 1.1, shaders not // working with 1.1 have names with 20 at the end: // Specular : Full vertex ambient+diffuse+specular lighting // Specular20 : Same for ps20, only required for 3DS max to show shader! // Default variables, supported by the engine (may not be used here) // If you don't need any global variable, just comment it out, this way // the game engine does not have to set it! //obs: float4x4 worldViewProj : WorldViewProjection; float4x4 viewProj : ViewProjection; float4x4 world : World; //obs: float4x4 viewInverse : ViewInverse; float3 cameraPos : CameraPosition; float3 lightDir : Direction < string UIName = "Light Direction"; string Object = "DirectionalLight"; string Space = "World"; > = {-0.65f, 0.65f, -0.39f}; // Normalized by app. FxComposer still uses inverted stuff :( // The ambient, diffuse and specular colors are pre-multiplied with the light color! float4 ambientColor : Ambient < string UIName = "Ambient Color"; string Space = "material"; > = {0.1f, 0.1f, 0.1f, 1.0f}; //> = {0.25f, 0.25f, 0.25f, 1.0f}; float4 diffuseColor : Diffuse < string UIName = "Diffuse Color"; string Space = "material"; > = {1.0f, 1.0f, 1.0f, 1.0f}; float4 specularColor : Specular < string UIName = "Specular Color"; string Space = "material"; > = {1.0f, 1.0f, 1.0f, 1.0f}; float shininess : SpecularPower < string UIName = "Specular Power"; string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; > = 16.0; float parallaxAmount < string UIName = "Parallax amount"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.0001; > = 1.0f; // Texture and samplers texture diffuseTexture : Diffuse < string UIName = "Diffuse Texture"; string ResourceName = "asteroid4.dds"; >; sampler diffuseTextureSampler = sampler_state { Texture = <diffuseTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap;//Clamp; AddressV = Wrap;//Clamp; AddressW = Wrap;//Clamp; }; texture normalTexture : Diffuse < string UIName = "Normal Texture"; string ResourceName = "asteroid4Normal.dds"; >; sampler normalTextureSampler = sampler_state { Texture = <normalTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap;//Clamp; AddressV = Wrap;//Clamp; AddressW = Wrap;//Clamp; }; texture heightTexture : Diffuse < string UIName = "Height Texture"; string ResourceName = "asteroid4Height.dds"; >; sampler heightTextureSampler = sampler_state { Texture = <heightTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap;//Clamp; AddressV = Wrap;//Clamp; AddressW = Wrap;//Clamp; }; texture NormalizeCubeTexture : Environment < string UIName = "Normalize Cube Map Texture"; string ResourceType = "CUBE"; string ResourceName = "NormalizeCubeMap.dds"; >; samplerCUBE NormalizeCubeTextureSampler = sampler_state { Texture = <NormalizeCubeTexture>; // Clamp isn't good for negative values we need to normalize! AddressU = Wrap;//Clamp; AddressV = Wrap;//Clamp; AddressW = Wrap;//Clamp; MinFilter = Linear; MagFilter = Linear; MipFilter = None; }; //---------------------------------------------------- // Vertex input structure (used for ALL techniques here!) struct VertexInput { float4 pos : POSITION; float2 texCoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; //---------------------------------------------------- // Common functions float4 TransformPosition(float3 pos)//float4 pos) { return mul(mul(float4(pos.xyz, 1), world), viewProj); } // TransformPosition(.) float3 GetWorldPos(float3 pos) { return mul(float4(pos, 1), world).xyz; } // GetWorldPos(.) float3 GetCameraPos() { return cameraPos;//obs: viewInverse[3].xyz; } // GetCameraPos() float3 CalcNormalVector(float3 nor) { return normalize(mul(nor, (float3x3)world));//worldInverseTranspose)); } // CalcNormalVector(.) // Get light direction, inverted for FX Composer, else it will just return lightDir! float3 GetLightDir() { return lightDir; } // GetLightDir() float3x3 ComputeTangentMatrix(float3 tangent, float3 normal) { // Compute the 3x3 tranform from tangent space to object space float3x3 worldToTangentSpace; /*tst1, 3dsmax mode worldToTangentSpace[0] = mul(cross(normal, tangent), world); worldToTangentSpace[1] = mul(tangent, world); worldToTangentSpace[2] = mul(normal, world); //*/ //worldToTangentSpace[0] = mul(cross(tangent, normal), world); //worldToTangentSpace[1] = mul(tangent, world); //worldToTangentSpace[2] = mul(normal, world); worldToTangentSpace[0] = mul(tangent, world); worldToTangentSpace[1] = mul(cross(normal, tangent), world); worldToTangentSpace[2] = mul(normal, world); return worldToTangentSpace; } // ComputeTangentMatrix(..) //---------------------------------------------------- // vertex shader output structure struct VertexOutput_DiffuseSpecular20 { float4 pos : POSITION; float2 texCoord : TEXCOORD0; float3 lightVec : TEXCOORD1; float3 viewVec : TEXCOORD2; }; float time : TIME; // Vertex shader function VertexOutput_DiffuseSpecular20 VS_DiffuseSpecular20(VertexInput In) { VertexOutput_DiffuseSpecular20 Out = (VertexOutput_DiffuseSpecular20) 0; Out.pos = TransformPosition(In.pos); // We can duplicate texture coordinates for diffuse and normal map // in the pixel shader 2.0. For Pixel shader 1.1 we have to do that // in the vertex shader instead and pass it over. Out.texCoord = In.texCoord;// + float2(0, -time/1.5f); // Compute the 3x3 tranform from tangent space to object space float3x3 worldToTangentSpace = ComputeTangentMatrix(In.tangent, In.normal); float3 worldEyePos = GetCameraPos(); float3 worldVertPos = GetWorldPos(In.pos); // Transform light vector and pass it as a color (clamped from 0 to 1) // For ps_2_0 we don't need to clamp form 0 to 1 Out.lightVec = normalize(mul(worldToTangentSpace, GetLightDir())); Out.viewVec = mul(worldToTangentSpace, worldEyePos - worldVertPos); //Out.viewVec = ; // And pass everything to the pixel shader return Out; } // VS_DiffuseSpecular20(.) // Pixel shader function float4 PS_DiffuseSpecular20(VertexOutput_DiffuseSpecular20 In) : COLOR { // Get height float height = tex2D(heightTextureSampler, In.texCoord).r; // Calculate parallax offset float2 texCoord = In.texCoord + (height*parallaxAmount - parallaxAmount/2)*normalize(In.viewVec); // Grab texture data float4 diffuseTexture = tex2D(diffuseTextureSampler, texCoord); float3 normalVector = (2.0 * tex2D(normalTextureSampler, texCoord).agb) - 1.0; // Normalize normal to fix blocky errors normalVector = normalize(normalVector); // Additionally normalize the vectors float3 lightVector = In.lightVec;//not needed: normalize(In.lightVec); float3 viewVector = normalize(In.viewVec); // For ps_2_0 we don't need to unpack the vectors to -1 - 1 //return float4(viewVector, 1.0); // Compute the angle to the light float bump = saturate(dot(normalVector, lightVector)); // Specular factor float3 reflect = normalize(2 * bump * normalVector - lightVector); float spec = pow(saturate(dot(reflect, viewVector)), shininess); //return spec; //return float4(bump, 0, 0, 1); float4 ambDiffColor = ambientColor + bump * diffuseColor; //return ambDiffColor; return diffuseTexture * (ambientColor + bump * (diffuseColor + spec * specularColor)); } // PS_DiffuseSpecular20(.) // Techniques technique DiffuseSpecular20 { pass P0 { VertexShader = compile vs_1_1 VS_DiffuseSpecular20(); PixelShader = compile ps_2_0 PS_DiffuseSpecular20(); } // pass P0 } // DiffuseSpecular20 this are the params beeing set: effect2.SetValue<ITexture>(diffuseTextureHandle, diffuseTexture2); effect2.SetValue<ITexture>(normalTextureHandle, normalTexture2); effect2.SetValue<ITexture>(heightTextureHandle, heightTexture2); effect2.SetValue<SlimDX.Matrix>(viewProjHandle, camera.MatrixView * camera.MatrixProjection); effect2.SetValue<SlimDX.Matrix>(worldHandle, SlimDX.Matrix.Translation(0, 0, -50)); effect2.SetValue<SlimDX.Vector3>(cameraPosHandle, camera.Position); though this effect gives me the weirdest artifacts and i made a movie of it. It can befound here: http://www.rukmussen.nl/parallax/parallax.wmv does anyone have any idea what is going wrong or where i could look at? Might it be the ingoing viewProject matrix? etc? does anyone recognize the artifacts? Kind regards, Jan
  14. Hey guys, sorry but i am goning to reform my question, since the last topic was different from this one. After progressing with SlimDX on renderTargets, i am now able to render to it. But the problem is that when i am using a spritebatch and text, it doesn't render well to a target. The problem lies in the BlendMode setting of the spritebatch: sprite.Begin(D3D.SpriteFlags.Texture | D3D.SpriteFlags.AlphaBlend | SlimDX.Direct3D9.SpriteFlags.DoNotSaveState); does anyone have any clue what i need to do to the device it's blending settings to make it able to use text on render Targets? I cannot find anything on the net, also the slimDX renderStates sometimes are slightly named different from the original DX, which makes it harder to identify what to do. Kind regards!
  15. the output after activating Debug mode and unmanaged code is as following: 'Test_Rafa.exe': Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\Test_Rafa.exe', No native symbols in symbol file. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\mscoree.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\user32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\imm32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\mscorwks.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2\msvcr80.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\shell32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\comctl32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\comctl32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Culture.dll' 'Test_Rafa.exe': Unloaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Culture.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\assembly\NativeImages_v2.0.50727_32\mscorlib\32e6f703c114f3a971cbe706586e3655\mscorlib.ni.dll' 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\assembly\GAC_32\mscorlib\2.0.0.0__b77a5c561934e089\mscorlib.dll', Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\ole32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\MSCTF.dll' 'Test_Rafa.exe' (Managed): Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\Test_Rafa.exe', Symbols loaded. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\mscorjit.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\xpsp2res.dll', Binary was not built with debug information. 'Test_Rafa.exe' (Managed): Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\Framework.dll', Symbols loaded. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\assembly\NativeImages_v2.0.50727_32\System\ba0e3a22211ba7343e0116b051f2965a\System.ni.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\assembly\NativeImages_v2.0.50727_32\System.Drawing\0e83aac37b2623f1a24c70979f31dd56\System.Drawing.ni.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\assembly\NativeImages_v2.0.50727_32\System.Windows.Forms\3d8c79c45aa674e43f075e2e66b8caf5\System.Windows.Forms.ni.dll' 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\assembly\GAC_MSIL\System.Windows.Forms\2.0.0.0__b77a5c561934e089\System.Windows.Forms.dll', Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\assembly\GAC_MSIL\System\2.0.0.0__b77a5c561934e089\System.dll', Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\assembly\GAC_MSIL\System.Drawing\2.0.0.0__b03f5f7f11d50a3a\System.Drawing.dll', Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'Test_Rafa.exe': Loaded 'ImageAtBase0x10000000', No symbols loaded. 'Test_Rafa.exe': Unloaded 'ImageAtBase0x10000000' 'Test_Rafa.exe': Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\SlimDX.dll', Binary was not built with debug information. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\xinput1_3.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2\msvcm80.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2\msvcp80.dll' 'Test_Rafa.exe' (Managed): Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\SlimDX.dll' 'Test_Rafa.exe': Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\fmodex.dll', Binary was not built with debug information. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\msacm32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\winmm.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\wdmaud.drv' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\wintrust.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\crypt32.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\msasn1.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\imagehlp.dll' 'Test_Rafa.exe': Unloaded 'C:\WINDOWS\system32\wdmaud.drv' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\wdmaud.drv' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\msacm32.drv' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\midimap.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\dsound.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\version.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\ksuser.dll' The thread 'Win32 Thread' (0xde8) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x12ec) has exited with code 0 (0x0). 'Test_Rafa.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.GdiPlus_6595b64144ccf1df_1.0.2600.2180_x-ww_522f9f82\GdiPlus.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\MSCTFIME.IME' 'Test_Rafa.exe': Loaded 'D:\docks\YzDock.dll', Binary was not built with debug information. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\diasymreader.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\rsaenh.dll' 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2\msvcm80.dll' 'Test_Rafa.exe' (Managed): Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\dx9_renderer.dll', Symbols loaded. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\dinput8.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\hid.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\d3d9.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\d3d8thk.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\d3d9d.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\d3dx9d_33.dll' Direct3D9: (INFO) :Direct3D9 Debug Runtime selected. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\D3DX9_37.dll' Direct3D9: (INFO) :======================= Hal HWVP Pure device selected Direct3D9: (INFO) :HalDevice Driver Style 9 'Test_Rafa.exe' (Managed): Loaded 'K:\development\realityFramework\trunk\Samples\Test_Rafa\bin\Release\ICSharpCode.SharpZipLib.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\assembly\NativeImages_v2.0.50727_32\System.Xml\c98cb65a79cfccb44ea727ebe4593ede\System.Xml.ni.dll' 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\assembly\GAC_MSIL\System.Xml\2.0.0.0__b77a5c561934e089\System.Xml.dll', Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\assembly\NativeImages_v2.0.50727_32\System.Configuration\eee9b48577689e92db5a7b5c5de98d9b\System.Configuration.ni.dll' 'Test_Rafa.exe' (Managed): Loaded 'C:\WINDOWS\assembly\GAC_MSIL\System.Configuration\2.0.0.0__b03f5f7f11d50a3a\System.Configuration.dll', Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled. 'Test_Rafa.exe': Loaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Culture.dll' 'Test_Rafa.exe': Unloaded 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Culture.dll' 'Test_Rafa.exe' (Managed): Loaded '3ps1sgvh' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\usp10.dll' 'Test_Rafa.exe': Loaded 'C:\WINDOWS\system32\mslbui.dll' Total of 30 objects still alive. The thread 'Win32 Thread' (0x1584) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x166c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x15c4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0xdc4) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x24cc) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x228c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x1500) has exited with code 0 (0x0). The thread 'Win32 Thread' (0xe94) has exited with code 0 (0x0). The thread 'Win32 Thread' (0xf94) has exited with code 0 (0x0). The thread 'Win32 Thread' (0xe3c) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x1dd0) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x18b8) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x16f0) has exited with code 0 (0x0). this all doesn's look suspicious to me though.