======================================================================
Noir 3D developed by Arjan Janssen (c) 2004
Version 1.0 compiled Aug 24 2005 @ 19:38:27
======================================================================
[CORE] Engine created
[CORE] Creating image manager
[CORE] Adding search path: .\textures to ImageManager
[CORE] Adding search path: .\maps to ImageManager
[CORE] Adding search path: .\fonts to ImageManager
[CORE] Adding search path: .\gui to ImageManager
[CORE] Creating texture manager
[CORE] Creating shader manager
[CORE] Creating render pass manager
[CORE] Creating geometry manager
[CORE] Loading fonts
[CORE] Caching font: verdana
[CORE] Caching font: arial
[CORE] Loading font: verdana
[CORE] Loading font ini file: ./Fonts/verdana.ini
[CORE] Creating texture from image: verdana.png
[CORE] Adding texture verdana.png to the texture cache
[CORE] Loading image verdana.png
[CORE] Loading font: arial
[CORE] Loading font ini file: ./Fonts/arial.ini
[CORE] Creating texture from image: arial.png
[CORE] Adding texture arial.png to the texture cache
[CORE] Loading image arial.png
[CORE] Loading font: verdana
[CORE] Loading font ini file: ./Fonts/verdana.ini
[CORE] Creating Direct3D COM object
[CORE] Detecting available display adapters
[CORE] Found 1 display adapters
[CORE] Detected display adapter
[DX9] =============================================================
[DX9] Driver information: 
[DX9] ati2dvag.dllWHQL Level: No Revision: 0. Certified: 205
[DX9]  Version: 6.1410.6561
[DX9] =============================================================
[DX9] Supported videomodes:
[DX9] ->320x200@60Hz	320x200@75Hz	320x240@60Hz
[DX9] ->320x240@75Hz	400x300@60Hz	400x300@75Hz
[DX9] ->512x384@60Hz	512x384@75Hz	640x480@60Hz
[DX9] ->640x480@72Hz	640x480@75Hz	640x480@85Hz
[DX9] ->640x480@90Hz	640x480@100Hz	640x480@120Hz
[DX9] ->640x480@160Hz	640x480@200Hz	720x480@60Hz
[DX9] ->720x480@75Hz	720x480@85Hz	720x576@59Hz
[DX9] ->720x576@60Hz	720x576@75Hz	720x576@100Hz
[DX9] ->800x600@47Hz	800x600@56Hz	800x600@60Hz
[DX9] ->800x600@70Hz	800x600@72Hz	800x600@75Hz
[DX9] ->800x600@85Hz	800x600@90Hz	800x600@100Hz
[DX9] ->800x600@120Hz	800x600@160Hz	800x600@200Hz
[DX9] ->848x480@60Hz	848x480@75Hz	848x480@85Hz
[DX9] ->1024x768@43Hz	1024x768@60Hz	1024x768@70Hz
[DX9] ->1024x768@72Hz	1024x768@75Hz	1024x768@85Hz
[DX9] ->1024x768@90Hz	1024x768@100Hz	1024x768@120Hz
[DX9] ->1024x768@150Hz	1024x768@160Hz	1024x768@200Hz
[DX9] ->1152x864@43Hz	1152x864@47Hz	1152x864@60Hz
[DX9] ->1152x864@70Hz	1152x864@75Hz	1152x864@85Hz
[DX9] ->1152x864@100Hz	1280x720@60Hz	1280x720@75Hz
[DX9] ->1280x720@85Hz	1280x768@60Hz	1280x768@75Hz
[DX9] ->1280x768@85Hz	1280x960@60Hz	1280x960@70Hz
[DX9] ->1280x960@72Hz	1280x960@75Hz	1280x960@85Hz
[DX9] ->1280x960@100Hz	1280x960@120Hz	1280x960@160Hz
[DX9] ->1280x960@200Hz	1280x1024@43Hz	1280x1024@47Hz
[DX9] ->1280x1024@60Hz	1280x1024@70Hz	1280x1024@75Hz
[DX9] ->1280x1024@85Hz	1280x1024@90Hz	1280x1024@100Hz
[DX9] ->1280x1024@120Hz	1280x1024@160Hz	1280x1024@180Hz
[DX9] ->1360x768@60Hz	1360x768@75Hz	1360x768@85Hz
[DX9] ->1360x1024@60Hz	1360x1024@75Hz	1360x1024@85Hz
[DX9] ->1600x1200@60Hz	1600x1200@70Hz	1600x1200@75Hz
[DX9] ->1600x1200@85Hz	1600x1200@100Hz	1600x1200@120Hz
[DX9] ->1792x1344@60Hz	1792x1344@75Hz	1792x1344@85Hz
[DX9] ->1792x1344@90Hz	1792x1344@100Hz	1800x1440@60Hz
[DX9] ->1800x1440@70Hz	1800x1440@75Hz	1800x1440@90Hz
[DX9] ->1800x1440@100Hz	1856x1392@60Hz	1856x1392@72Hz
[DX9] ->1856x1392@75Hz	1856x1392@90Hz	1856x1392@100Hz
[DX9] ->1920x1080@30Hz	1920x1080@60Hz	1920x1080@75Hz
[DX9] ->1920x1080@85Hz	1920x1080@100Hz	1920x1080@120Hz
[DX9] ->1920x1200@60Hz	1920x1200@75Hz	1920x1200@85Hz
[DX9] ->1920x1200@100Hz	1920x1440@60Hz	1920x1440@75Hz
[DX9] ->1920x1440@85Hz	1920x1440@90Hz	2048x1536@60Hz
[DX9] ->2048x1536@66Hz	2048x1536@70Hz	2048x1536@75Hz
[DX9] ->2048x1536@85Hz
[DX9] =============================================================
[DX9] Supported texture formats:
[DX9] =============================================================
[DX9] Stencil capabilities: Dec DecSat Inc IncSat Inv Keep Replace Zero 
[DX9] Texture capabilities: Alpha Pow2 CubeMap CubeMapPow2 MipCubemap Mipmap MipVolumeMap Perspective Projected VolumeMap VolumeMapPow2 
[DX9] Texture filter capabilities: MagPoint MagLinear MagAnisotropic MinPoint MinLinear MinAnistropic MipPoint MipLinear 
[DX9] Cube texture filter capabilities: MagPoint MagLinear MinPoint MinLinear MipPoint MipLinear 
[DX9] Volume texture filter capabilities: MagPoint MagLinear MinPoint MinLinear MipPoint MipLinear 
[DX9] Maximum texture width: 2048
[DX9] Maximum texture height: 2048
[DX9] Maximum texture blend stages: 8
[DX9] Maximum simultaneous textures: 8
[DX9] Maximum active lights: 8
[DX9] Maximum user clip planes: 6
[DX9] Maximum point size: 256
[DX9] Maximum primitive count: 1048575
[DX9] Maximum vertex index: 16777215
[DX9] Maximum number of streams: 16
[DX9] Maximum stream stride: 508
[DX9] Vertex shader version: 16776706.0
[DX9] Maximum number of vertex shader constants: 256
[DX9] Pixel shader version: 16776962.0
[DX9] =============================================================
[DX9] Creating input manager
[CORE] Creating Direct Input COM object
[DX9] Creating high-precision timer
[CORE] Starting timer
[CORE] Configuring engine
[CORE] Evaluating adapter
[CORE] Evaluating adapter: ati2dvag.dllWHQL Level: No
[CORE] Creating render window
[CORE] Creating line list LineList, NumVertices: 0 numLines:0
[CORE] Adding surface: LineList to the surface cache
[CORE] Creating triangle list ColorSurf, NumVertices: 0 numTriangles:0
[CORE] Adding surface: ColorSurf to the surface cache
[CORE] Creating image AmbientMap_Identity dimensions: 1x1
[CORE] Adding texture AmbientMap_Identity to the texture cache
[CORE] Creating image DiffuseMap_Identity dimensions: 1x1
[CORE] Adding texture DiffuseMap_Identity to the texture cache
[CORE] Creating image SpecularMap_Identity dimensions: 1x1
[CORE] Adding texture SpecularMap_Identity to the texture cache
[CORE] Creating image NormalMap_Identity dimensions: 1x1
[CORE] Adding texture NormalMap_Identity to the texture cache
[CORE] Creating image OpacityMap_Identity dimensions: 1x1
[CORE] Adding texture OpacityMap_Identity to the texture cache
[CORE] Creating image ReflectionMap_Identity dimensions: 1x1
[CORE] Adding texture ReflectionMap_Identity to the texture cache
[CORE] Creating image RefractionMap_Identity dimensions: 1x1
[CORE] Adding texture RefractionMap_Identity to the texture cache
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Dimensions: 800x600 Fullscreen
[CORE] Creating render context
[CORE] Initializing renderer
[CORE] Setting display mode to:800x600x32 Fullscreen
[DX9] Creating a device object
[CORE] Creating renderer
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Creating shadow vertex declaration
[CORE] Loading NV30 shaders
[CORE] Loading NV30 shaders
[CORE] Loading fragment shader: Ambient.psh
[CORE] ShaderManager is creating fragment shader: Ambient
[CORE] Loading vertex shader: Ambient.vsh
[CORE] ShaderManager is creating vertex shader: Ambient
[CORE] Adding shader Ambient to the shader cache
[CORE] Loading vertex shader: Transformed.vsh
[CORE] ShaderManager is creating vertex shader: Transformed
[CORE] Loading vertex shader: Shadow.vsh
[CORE] ShaderManager is creating vertex shader: Shadow
[CORE] Loading fragment shader: Shadow.psh
[CORE] ShaderManager is creating fragment shader: Shadow
[CORE] Adding shader Shadow to the shader cache
[CORE] Loading vertex shader: ShadowBuffer.vsh
[CORE] ShaderManager is creating vertex shader: ShadowBuffer
[CORE] Loading fragment shader: ShadowBuffer.psh
[CORE] ShaderManager is creating fragment shader: ShadowBuffer
[CORE] Adding shader ShadowBuffer to the shader cache
[CORE] Loading vertex shader: Interaction.vsh
[CORE] ShaderManager is creating vertex shader: Interaction
[CORE] Loading fragment shader: Interaction.psh
[CORE] ShaderManager is creating fragment shader: Interaction
[CORE] Adding shader Interaction to the shader cache
[CORE] Loading vertex shader: Debug.vsh
[CORE] ShaderManager is creating vertex shader: Debug
[CORE] Loading fragment shader: Debug.psh
[CORE] ShaderManager is creating fragment shader: Debug
[CORE] Adding shader Debug to the shader cache
[CORE] Loading vertex shader: Ortho.vsh
[CORE] ShaderManager is creating vertex shader: Ortho
[CORE] Loading fragment shader: Overlay.psh
[CORE] ShaderManager is creating fragment shader: Overlay
[CORE] Adding shader Overlay to the shader cache
[CORE] Loading fragment shader: BorderOverlay.psh
[CORE] ShaderManager is creating fragment shader: BorderOverlay
[CORE] Adding shader BorderOverlay to the shader cache
[CORE] Loading vertex shader: Blur.vsh
[CORE] ShaderManager is creating vertex shader: Blur
[CORE] Loading fragment shader: Blur.psh
[CORE] ShaderManager is creating fragment shader: Blur
[CORE] Adding shader Blur to the shader cache
[CORE] Loading fragment shader: Subtract.psh
[CORE] ShaderManager is creating fragment shader: Subtract
[CORE] Adding shader Subtract to the shader cache
[CORE] Loading vertex shader: Mosaic1.vsh
[CORE] ShaderManager is creating vertex shader: Mosaic1
[CORE] Adding shader Mosaic1 to the shader cache
[CORE] Loading vertex shader: Mosaic.vsh
[CORE] ShaderManager is creating vertex shader: Mosaic
[CORE] Adding shader Mosaic to the shader cache
[CORE] Loading vertex shader: RadialBlur.vsh
[CORE] ShaderManager is creating vertex shader: RadialBlur
[CORE] Adding shader RadialBlur to the shader cache
[CORE] Loading fragment shader: Copy.psh
[CORE] ShaderManager is creating fragment shader: Copy
[CORE] Adding shader Copy to the shader cache
[CORE] Loading vertex shader: Scanline.vsh
[CORE] ShaderManager is creating vertex shader: Scanline
[CORE] Adding shader Scanline to the shader cache
[CORE] Loading vertex shader: Font.vsh
[CORE] ShaderManager is creating vertex shader: Font
[CORE] Adding shader Font to the shader cache
[CORE] Loading fragment shader: Interface.psh
[CORE] ShaderManager is creating fragment shader: Interface
[CORE] Loading vertex shader: Interface.vsh
[CORE] ShaderManager is creating vertex shader: Interface
[CORE] Adding shader Interface to the shader cache
[CORE] Loading fragment shader: Color.psh
[CORE] ShaderManager is creating fragment shader: Color
[CORE] Loading vertex shader: Color.vsh
[CORE] ShaderManager is creating vertex shader: Color
[CORE] Adding shader Color to the shader cache
[CORE] Loading fragment shader: Color.psh
[CORE] ShaderManager is creating fragment shader: Color
[CORE] Loading vertex shader: TColor.vsh
[CORE] ShaderManager is creating vertex shader: TColor
[CORE] Adding shader TColor to the shader cache
[CORE] Loading fragment shader: Console.psh
[CORE] ShaderManager is creating fragment shader: Console
[CORE] Adding shader Console to the shader cache
[CORE] Loading fragment shader: Particle.psh
[CORE] ShaderManager is creating fragment shader: Particle
[CORE] Loading vertex shader: Particle.vsh
[CORE] ShaderManager is creating vertex shader: Particle
[CORE] Adding shader Particle to the shader cache
[CORE] Loading fragment shader: Particle.psh
[CORE] ShaderManager is creating fragment shader: Particle
[CORE] Loading vertex shader: Particle2.vsh
[CORE] ShaderManager is creating vertex shader: Particle2
[CORE] Adding shader Particle2 to the shader cache
[CORE] Compiling shaders
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Blur
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Blur
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Ortho
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: BorderOverlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Color
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Color
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Ortho
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Console
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Ortho
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Copy
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Debug
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Debug
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Font
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Overlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Interface
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interface
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Mosaic
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Overlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Mosaic1
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Overlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Ortho
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Overlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Particle
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Particle
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Particle2
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Particle
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: RadialBlur
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Overlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Scanline
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Overlay
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: ShadowBuffer
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: ShadowBuffer
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: Ortho
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Subtract
[DX9] Fragment shader compilation successful
[DX9] Compiling vertex shader: TColor
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Color
[DX9] Fragment shader compilation successful
[CORE] Creating line list DebugLines, NumVertices: 0 numLines:0
[CORE] Adding surface: DebugLines to the surface cache
[CORE] Creating render passes
[CORE] Creating default render passes
[CORE] RenderPassManager is creating render pass: Ambient
[CORE] Adding pass Ambient to the render pass cache
[CORE] RenderPassManager is creating render pass: Interaction
[CORE] Adding pass Interaction to the render pass cache
[CORE] RenderPassManager is creating render pass: StencilShadowZPass
[CORE] Adding pass StencilShadowZPass to the render pass cache
[CORE] RenderPassManager is creating render pass: StencilShadowZFail
[CORE] Adding pass StencilShadowZFail to the render pass cache
[CORE] RenderPassManager is creating render pass: Debug
[CORE] Adding pass Debug to the render pass cache
[CORE] RenderPassManager is creating render pass: UserInterface
[CORE] Adding pass UserInterface to the render pass cache
[CORE] RenderPassManager is creating render pass: Overlay
[CORE] Adding pass Overlay to the render pass cache
[CORE] Adding pass MulOverlay to the render pass cache
[CORE] Adding pass BorderOverlay to the render pass cache
[CORE] Adding pass TransOverlay to the render pass cache
[CORE] Adding pass AlphaOverlay to the render pass cache
[CORE] Adding pass Blur to the render pass cache
[CORE] Adding pass Subtract to the render pass cache
[CORE] Adding pass Mosaic1 to the render pass cache
[CORE] Adding pass Mosaic to the render pass cache
[CORE] Adding pass RadialBlur to the render pass cache
[CORE] Adding pass Copy to the render pass cache
[CORE] Adding pass Scanline to the render pass cache
[CORE] Adding pass Add to the render pass cache
[CORE] Adding pass Interface to the render pass cache
[CORE] Adding pass Color to the render pass cache
[CORE] Adding pass TColor to the render pass cache
[CORE] Adding pass Font to the render pass cache
[CORE] Adding pass Console to the render pass cache
[CORE] Adding pass Wire to the render pass cache
[CORE] Enumerating input devices
[CORE] Enumerating keyboards
[CORE] Found keyboard device: Tastatur
[CORE] Enumerating joysticks
[CORE] Enumerating mouses
[CORE] Found mouse device: Maus
[CORE] Bringing up the console
[CORE] Creating triangle list ConsoleQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: ConsoleQuad to the surface cache
[CORE] Creating texture from image: console.jpg
[CORE] Adding texture console.jpg to the texture cache
[CORE] Loading image console.jpg
[CORE] Creating console text writer
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] SoundManager created
[CORE] Initializing DirectSound
[DX9] Detecting available sound devices
[DX9] Primrer Soundtreiber: 
[DX9] Realtek HD Audio rear output: RtkHDAud.sys
[DX9] =============================================================
[DX9] Driver information: 
[DX9] Emulated Driver: 0. Certified: 64
[DX9] =============================================================
[DX9] Creating SoundBuffer
[CORE] Creating SoundManagerDX thread
[CORE] Creating triangle list LoadingQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LoadingQuad to the surface cache
[CORE] Creating texture from image: .\misc\loading.png
[CORE] Adding texture .\misc\loading.png to the texture cache
[CORE] Loading image .\misc\loading.png
[DX9] Creating texture: .\misc\loading.png
[DX9] Uploading texture: .\misc\loading.png
[CORE] Uploading material: LoadingScreen
[DX9] Creating texture: DiffuseMap_Identity
[CORE] Generating solid texture DiffuseMap_Identity
[DX9] Uploading texture: DiffuseMap_Identity
[DX9] Creating texture: SpecularMap_Identity
[CORE] Generating solid texture SpecularMap_Identity
[DX9] Uploading texture: SpecularMap_Identity
[DX9] Creating texture: NormalMap_Identity
[CORE] Generating solid texture NormalMap_Identity
[DX9] Uploading texture: NormalMap_Identity
[DX9] Creating texture: ReflectionMap_Identity
[CORE] Generating solid texture ReflectionMap_Identity
[DX9] Uploading texture: ReflectionMap_Identity
[CORE] Finished uploading material: LoadingScreen
[DX9] Creating fragment shader: Overlay
[DX9] Creating vertex shader: Ortho
[CORE] Adding texture AttenuationMap1 to the texture cache
[CORE] Adding texture AttenuationMap2 to the texture cache
[DX9] Creating texture: AttenuationMap1
[CORE] Generating attenuation map AttenuationMap1
[CORE] Writing image to file attenuation.png
[DX9] Uploading texture: AttenuationMap1
[DX9] Creating texture: AttenuationMap2
[CORE] Generating attenuation map AttenuationMap2
[CORE] Writing image to file attenuation2.png
[DX9] Uploading texture: AttenuationMap2
[CORE] Adding texture Normalizer to the texture cache
[DX9] Out of buffer space. Creating new static buffer of size: 65536
[DX9] Out of buffer space. Creating new static buffer of size: 65536
[DX9] Creating vertex declaration
[DX9] Creating texture: verdana.png
[DX9] Uploading texture: verdana.png
[CORE] Uploading material: Quad
[CORE] Finished uploading material: Quad
[DX9] Creating fragment shader: Interface
[DX9] Creating vertex shader: Interface
[DX9] Creating vertex declaration
[CORE] Loading textures from directory: .\textures
[CORE] Creating texture from image: 019metal.jpg
[CORE] Adding texture 019metal.jpg to the texture cache
[CORE] Loading image 019metal.jpg
[CORE] Creating texture from image: 040metal.jpg
[CORE] Adding texture 040metal.jpg to the texture cache
[CORE] Loading image 040metal.jpg
[CORE] Creating texture from image: 059metal.jpg
[CORE] Adding texture 059metal.jpg to the texture cache
[CORE] Loading image 059metal.jpg
[CORE] Creating texture from image: Ancient.png
[CORE] Adding texture Ancient.png to the texture cache
[CORE] Loading image Ancient.png
[CORE] Creating texture from image: background.jpg
[CORE] Adding texture background.jpg to the texture cache
[CORE] Loading image background.jpg
[CORE] Creating texture from image: beach_probe.jpg
[CORE] Adding texture beach_probe.jpg to the texture cache
[CORE] Loading image beach_probe.jpg
[CORE] Creating texture from image: bruin.png
[CORE] Adding texture bruin.png to the texture cache
[CORE] Loading image bruin.png
[CORE] Creating texture from image: building_probe.jpg
[CORE] Adding texture building_probe.jpg to the texture cache
[CORE] Loading image building_probe.jpg
[CORE] Creating texture from image: campus_probe.jpg
[CORE] Adding texture campus_probe.jpg to the texture cache
[CORE] Loading image campus_probe.jpg
[CORE] Creating texture from image: circles.png
[CORE] Adding texture circles.png to the texture cache
[CORE] Loading image circles.png
[CORE] Creating texture from image: crack_b.png
[CORE] Adding texture crack_b.png to the texture cache
[CORE] Loading image crack_b.png
[CORE] Creating texture from image: crate.png
[CORE] Adding texture crate.png to the texture cache
[CORE] Loading image crate.png
[CORE] Creating texture from image: dier.png
[CORE] Adding texture dier.png to the texture cache
[CORE] Loading image dier.png
[CORE] Creating texture from image: door.jpg
[CORE] Adding texture door.jpg to the texture cache
[CORE] Loading image door.jpg
[CORE] Creating texture from image: door.png
[CORE] Adding texture door.png to the texture cache
[CORE] Loading image door.png
[CORE] Creating texture from image: door2.jpg
[CORE] Adding texture door2.jpg to the texture cache
[CORE] Loading image door2.jpg
[CORE] Creating texture from image: door2.png
[CORE] Adding texture door2.png to the texture cache
[CORE] Loading image door2.png
[CORE] Creating texture from image: envmap01.jpg
[CORE] Adding texture envmap01.jpg to the texture cache
[CORE] Loading image envmap01.jpg
[CORE] Creating texture from image: flames.jpg
[CORE] Adding texture flames.jpg to the texture cache
[CORE] Loading image flames.jpg
[CORE] Creating texture from image: galileo_probe.jpg
[CORE] Adding texture galileo_probe.jpg to the texture cache
[CORE] Loading image galileo_probe.jpg
[CORE] Creating texture from image: glyphs.jpg
[CORE] Adding texture glyphs.jpg to the texture cache
[CORE] Loading image glyphs.jpg
[CORE] Creating texture from image: grace_probe.jpg
[CORE] Adding texture grace_probe.jpg to the texture cache
[CORE] Loading image grace_probe.jpg
[CORE] Creating texture from image: grey005.gif
[CORE] Adding texture grey005.gif to the texture cache
[CORE] Loading image grey005.gif
[CORE] Unable to load image grey005.gif
[CORE] Creating texture from image: gs_envmap03.jpg
[CORE] Adding texture gs_envmap03.jpg to the texture cache
[CORE] Loading image gs_envmap03.jpg
[CORE] Creating texture from image: kitchen_probe.jpg
[CORE] Adding texture kitchen_probe.jpg to the texture cache
[CORE] Loading image kitchen_probe.jpg
[CORE] Creating texture from image: loading.jpg
[CORE] Adding texture loading.jpg to the texture cache
[CORE] Loading image loading.jpg
[CORE] Creating texture from image: n_koralmap.tga
[CORE] Adding texture n_koralmap.tga to the texture cache
[CORE] Loading image n_koralmap.tga
[CORE] Creating texture from image: o01.png
[CORE] Adding texture o01.png to the texture cache
[CORE] Loading image o01.png
[CORE] Creating texture from image: organ.jpg
[CORE] Adding texture organ.jpg to the texture cache
[CORE] Loading image organ.jpg
[CORE] Creating texture from image: particle01.jpg
[CORE] Adding texture particle01.jpg to the texture cache
[CORE] Loading image particle01.jpg
[CORE] Creating texture from image: particle02.jpg
[CORE] Adding texture particle02.jpg to the texture cache
[CORE] Loading image particle02.jpg
[CORE] Creating texture from image: particle03.jpg
[CORE] Adding texture particle03.jpg to the texture cache
[CORE] Loading image particle03.jpg
[CORE] Creating texture from image: particle04.jpg
[CORE] Adding texture particle04.jpg to the texture cache
[CORE] Loading image particle04.jpg
[CORE] Creating texture from image: perlin.png
[CORE] Adding texture perlin.png to the texture cache
[CORE] Loading image perlin.png
[CORE] Creating texture from image: rnl_probe.jpg
[CORE] Adding texture rnl_probe.jpg to the texture cache
[CORE] Loading image rnl_probe.jpg
[CORE] Creating texture from image: roest.jpg
[CORE] Adding texture roest.jpg to the texture cache
[CORE] Loading image roest.jpg
[CORE] Creating texture from image: rood.png
[CORE] Adding texture rood.png to the texture cache
[CORE] Loading image rood.png
[CORE] Creating texture from image: Shortcut to sdk.lnk
[CORE] Adding texture Shortcut to sdk.lnk to the texture cache
[CORE] Loading image Shortcut to sdk.lnk
[CORE] Unable to load image Shortcut to sdk.lnk
[CORE] Creating texture from image: solar.jpg
[CORE] Adding texture solar.jpg to the texture cache
[CORE] Loading image solar.jpg
[CORE] Creating texture from image: steen.png
[CORE] Adding texture steen.png to the texture cache
[CORE] Loading image steen.png
[CORE] Creating texture from image: stones_b.png
[CORE] Adding texture stones_b.png to the texture cache
[CORE] Loading image stones_b.png
[CORE] Creating texture from image: stpeters_probe.jpg
[CORE] Adding texture stpeters_probe.jpg to the texture cache
[CORE] Loading image stpeters_probe.jpg
[CORE] Creating texture from image: tegels_bump.png
[CORE] Adding texture tegels_bump.png to the texture cache
[CORE] Loading image tegels_bump.png
[CORE] Creating texture from image: times.jpg
[CORE] Adding texture times.jpg to the texture cache
[CORE] Loading image times.jpg
[CORE] Creating texture from image: uffizi_probe.jpg
[CORE] Adding texture uffizi_probe.jpg to the texture cache
[CORE] Loading image uffizi_probe.jpg
[CORE] Creating texture from image: white.png
[CORE] Adding texture white.png to the texture cache
[CORE] Loading image white.png
[CORE] Creating demo effects
[CORE] Registering effect Ich lieb dich
[CORE] Creating texture from image: .\misc\text1.png
[CORE] Adding texture .\misc\text1.png to the texture cache
[CORE] Loading image .\misc\text1.png
[CORE] Creating triangle list LyricsQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LyricsQuad to the surface cache
[CORE] Registering effect Ich brauch dich
[CORE] Creating texture from image: .\misc\text2.png
[CORE] Adding texture .\misc\text2.png to the texture cache
[CORE] Loading image .\misc\text2.png
[CORE] Creating triangle list LyricsQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LyricsQuad to the surface cache
[CORE] Registering effect Ich will dich
[CORE] Creating texture from image: .\misc\text3.png
[CORE] Adding texture .\misc\text3.png to the texture cache
[CORE] Loading image .\misc\text3.png
[CORE] Creating triangle list LyricsQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LyricsQuad to the surface cache
[CORE] Registering effect Nicht
[CORE] Creating texture from image: .\misc\text4.png
[CORE] Adding texture .\misc\text4.png to the texture cache
[CORE] Loading image .\misc\text4.png
[CORE] Creating triangle list LyricsQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LyricsQuad to the surface cache
[CORE] Registering effect Verlieren
[CORE] Creating texture from image: .\misc\text5.png
[CORE] Adding texture .\misc\text5.png to the texture cache
[CORE] Loading image .\misc\text5.png
[CORE] Creating triangle list LyricsQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LyricsQuad to the surface cache
[CORE] Registering effect Wunderbar
[CORE] Creating triangle list Nein, NumVertices: 4 numTriangles:2
[CORE] Adding surface: Nein to the surface cache
[CORE] Creating texture from image: .\misc\wunderbar.png
[CORE] Adding texture .\misc\wunderbar.png to the texture cache
[CORE] Loading image .\misc\wunderbar.png
[DX9] Creating texture: .\misc\wunderbar.png
[DX9] Uploading texture: .\misc\wunderbar.png
[CORE] Registering effect Greets
[CORE] Creating texture from image: .\misc\greet1.png
[CORE] Adding texture .\misc\greet1.png to the texture cache
[CORE] Loading image .\misc\greet1.png
[DX9] Creating texture: .\misc\greet1.png
[DX9] Uploading texture: .\misc\greet1.png
[CORE] Creating texture from image: .\misc\greet2.png
[CORE] Adding texture .\misc\greet2.png to the texture cache
[CORE] Loading image .\misc\greet2.png
[DX9] Creating texture: .\misc\greet2.png
[DX9] Uploading texture: .\misc\greet2.png
[CORE] Creating texture from image: .\misc\greet3.png
[CORE] Adding texture .\misc\greet3.png to the texture cache
[CORE] Loading image .\misc\greet3.png
[DX9] Creating texture: .\misc\greet3.png
[DX9] Uploading texture: .\misc\greet3.png
[CORE] Creating texture from image: .\misc\greet4.png
[CORE] Adding texture .\misc\greet4.png to the texture cache
[CORE] Loading image .\misc\greet4.png
[DX9] Creating texture: .\misc\greet4.png
[DX9] Uploading texture: .\misc\greet4.png
[CORE] Creating texture from image: .\misc\greet5.png
[CORE] Adding texture .\misc\greet5.png to the texture cache
[CORE] Loading image .\misc\greet5.png
[DX9] Creating texture: .\misc\greet5.png
[DX9] Uploading texture: .\misc\greet5.png
[CORE] Creating texture from image: .\misc\greet6.png
[CORE] Adding texture .\misc\greet6.png to the texture cache
[CORE] Loading image .\misc\greet6.png
[DX9] Creating texture: .\misc\greet6.png
[DX9] Uploading texture: .\misc\greet6.png
[CORE] Creating texture from image: .\misc\greet7.png
[CORE] Adding texture .\misc\greet7.png to the texture cache
[CORE] Loading image .\misc\greet7.png
[DX9] Creating texture: .\misc\greet7.png
[DX9] Uploading texture: .\misc\greet7.png
[CORE] Creating texture from image: .\misc\greet8.png
[CORE] Adding texture .\misc\greet8.png to the texture cache
[CORE] Loading image .\misc\greet8.png
[DX9] Creating texture: .\misc\greet8.png
[DX9] Uploading texture: .\misc\greet8.png
[CORE] Creating texture from image: .\misc\greet9.png
[CORE] Adding texture .\misc\greet9.png to the texture cache
[CORE] Loading image .\misc\greet9.png
[DX9] Creating texture: .\misc\greet9.png
[DX9] Uploading texture: .\misc\greet9.png
[CORE] Creating texture from image: .\misc\greet10.png
[CORE] Adding texture .\misc\greet10.png to the texture cache
[CORE] Loading image .\misc\greet10.png
[DX9] Creating texture: .\misc\greet10.png
[DX9] Uploading texture: .\misc\greet10.png
[CORE] Creating texture from image: .\misc\greet11.png
[CORE] Adding texture .\misc\greet11.png to the texture cache
[CORE] Loading image .\misc\greet11.png
[DX9] Creating texture: .\misc\greet11.png
[DX9] Uploading texture: .\misc\greet11.png
[CORE] Creating texture from image: .\misc\greet12.png
[CORE] Adding texture .\misc\greet12.png to the texture cache
[CORE] Loading image .\misc\greet12.png
[DX9] Creating texture: .\misc\greet12.png
[DX9] Uploading texture: .\misc\greet12.png
[CORE] Creating texture from image: .\misc\greet13.png
[CORE] Adding texture .\misc\greet13.png to the texture cache
[CORE] Loading image .\misc\greet13.png
[DX9] Creating texture: .\misc\greet13.png
[DX9] Uploading texture: .\misc\greet13.png
[CORE] Creating triangle list GreetQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: GreetQuad to the surface cache
[CORE] Registering effect Morpher
[CORE] Creating scene: MorphScene
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: MorphScene to the node cache
[CORE] Caching scene: MorphScene
[CORE] Creating camera node: Cam
[CORE] Adding node: Cam to the node cache
[CORE] Adding camera: Cam to node: MorphScene
[CORE] Linking node: Cam
[CORE] Creating triangle list ParticleMorphMorpher, NumVertices: 0 numTriangles:0
[CORE] Adding surface: ParticleMorphMorpher to the surface cache
[DX9] Creating vertex buffer. Size: 80000
[CORE] Loading image .\misc\credits1.png
[CORE] Loading image .\misc\credits2.png
[CORE] Loading image .\misc\credits3.png
[CORE] Loading image .\misc\credits4.png
[CORE] Loading image .\misc\credits5.png
[CORE] Registering effect Environment
[CORE] Creating scene: .\scenes\environment.xml
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: .\scenes\environment.xml to the node cache
[CORE] MaterialManager is creating material: 3 - Default
[CORE] Adding material: 3 - Default to the material cache
[CORE] Deserializing material 3 - Default
[CORE] Looking up AmbientMap_Identity in the texture cache
[CORE] Looking up DiffuseMap_Identity in the texture cache
[CORE] Looking up SpecularMap_Identity in the texture cache
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up ReflectionMap_Identity in the texture cache
[CORE] Adding material: 3 - Default to the material cache
[CORE] Unable to add material 3 - Default to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: 3 - Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: 3 - Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Unable to add material Default to the name cache. A material with this name is already stored in the cache
[CORE] Deserializing material Default
[CORE] Looking up AmbientMap_Identity in the texture cache
[CORE] Looking up DiffuseMap_Identity in the texture cache
[CORE] Looking up SpecularMap_Identity in the texture cache
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up ReflectionMap_Identity in the texture cache
[CORE] Adding material: Default to the material cache
[CORE] Unable to add material Default to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating  model: Hedra03
[CORE] Adding node: Hedra03 to the node cache
[CORE] Creating triangle list , NumVertices: 0 numTriangles:0
[CORE] Adding surface:  to the surface cache
[CORE] Adding model: Hedra03 to node: MaxScene
[CORE] Linking node: Hedra03
[CORE] Creating a pointlight node: 
[CORE] Adding node: Omni01 to the node cache
[CORE] Adding light: Omni01 to node: MaxScene
[CORE] Linking node: Omni01
[CORE] Creating camera node: cam01
[CORE] Adding node: cam01 to the node cache
[CORE] Adding camera: cam01 to node: MaxScene
[CORE] Linking node: cam01
[CORE] Caching scene: Environment
[CORE] Creating camera node: EnvCam
[CORE] Adding node: EnvCam to the node cache
[CORE] Adding camera: EnvCam to node: MaxScene
[CORE] Linking node: EnvCam
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light1 to the node cache
[CORE] Adding light: Light1 to node: MaxScene
[CORE] Linking node: Light1
[CORE] MaterialManager is creating material: .\materials\environment.xml
[CORE] Adding material: .\materials\environment.xml to the material cache
[CORE] Reading material file: .\materials\environment.xml
[CORE] Deserializing material .\materials\environment.xml
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Looking up dier.png in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Adding material: .\materials\environment.xml to the material cache
[CORE] Unable to add material .\materials\environment.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\environment.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\environment.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect Squidy
[CORE] Creating scene: .\scenes\squidy2.xml
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: .\scenes\squidy2.xml to the node cache
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Unable to add material Default to the name cache. A material with this name is already stored in the cache
[CORE] Deserializing material Default
[CORE] Looking up AmbientMap_Identity in the texture cache
[CORE] Looking up DiffuseMap_Identity in the texture cache
[CORE] Looking up SpecularMap_Identity in the texture cache
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up ReflectionMap_Identity in the texture cache
[CORE] Adding material: Default to the material cache
[CORE] Unable to add material Default to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating  model: Hedra02
[CORE] Adding node: Hedra02 to the node cache
[CORE] Creating triangle list , NumVertices: 0 numTriangles:0
[CORE] Adding surface:  to the surface cache
[CORE] Adding model: Hedra02 to node: MaxScene
[CORE] Linking node: Hedra02
[CORE] Caching scene: MaxScene
[CORE] Creating camera node: SquidCam
[CORE] Adding node: SquidCam to the node cache
[CORE] Adding camera: SquidCam to node: MaxScene
[CORE] Linking node: SquidCam
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light1 to the node cache
[CORE] Adding light: Light1 to node: MaxScene
[CORE] Linking node: Light1
[CORE] Finding interactions for light: Light1
[CORE] Found 1 interactions
[CORE] MaterialManager is creating material: .\materials\squid.xml
[CORE] Adding material: .\materials\squid.xml to the material cache
[CORE] Reading material file: .\materials\squid.xml
[CORE] Deserializing material .\materials\squid.xml
[CORE] Looking up door.jpg in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Looking up organ.jpg in the texture cache
[CORE] Looking up crate.png in the texture cache
[CORE] Looking up galileo_probe.jpg in the texture cache
[CORE] Adding material: .\materials\squid.xml to the material cache
[CORE] Unable to add material .\materials\squid.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\squid.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\squid.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating grid, xsegs:10 ysegs: 10 width:2200 height:2200
[CORE] Creating triangle list ShadowPlane, NumVertices: 121 numTriangles:200
[CORE] Adding surface: ShadowPlane to the surface cache
[CORE] Creating  model: Grid
[CORE] Adding node: Grid to the node cache
[CORE] Adding model: Grid to node: MaxScene
[CORE] Linking node: Grid
[CORE] MaterialManager is creating material: .\materials\plane.xml
[CORE] Adding material: .\materials\plane.xml to the material cache
[CORE] Reading material file: .\materials\plane.xml
[CORE] Deserializing material .\materials\plane.xml
[CORE] Looking up OpacityMap_Identity in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Looking up tegels_bump.png in the texture cache
[CORE] Looking up ReflectionMap_Identity in the texture cache
[CORE] Adding material: .\materials\plane.xml to the material cache
[CORE] Unable to add material .\materials\plane.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\plane.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\plane.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect UglyObject
[CORE] Creating scene: .\scenes\squidy1.xml
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: .\scenes\squidy1.xml to the node cache
[CORE] MaterialManager is creating material: 1 - Default
[CORE] Adding material: 1 - Default to the material cache
[CORE] Deserializing material 1 - Default
[CORE] Looking up AmbientMap_Identity in the texture cache
[CORE] Looking up DiffuseMap_Identity in the texture cache
[CORE] Looking up SpecularMap_Identity in the texture cache
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up ReflectionMap_Identity in the texture cache
[CORE] Adding material: 1 - Default to the material cache
[CORE] Unable to add material 1 - Default to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: 1 - Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: 1 - Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Unable to add material Default to the name cache. A material with this name is already stored in the cache
[CORE] Deserializing material Default
[CORE] Looking up AmbientMap_Identity in the texture cache
[CORE] Looking up DiffuseMap_Identity in the texture cache
[CORE] Looking up SpecularMap_Identity in the texture cache
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up ReflectionMap_Identity in the texture cache
[CORE] Adding material: Default to the material cache
[CORE] Unable to add material Default to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating  model: Hedra01
[CORE] Adding node: Hedra01 to the node cache
[CORE] Creating triangle list , NumVertices: 0 numTriangles:0
[CORE] Adding surface:  to the surface cache
[CORE] Adding model: Hedra01 to node: MaxScene
[CORE] Linking node: Hedra01
[CORE] Caching scene: Squidy1
[CORE] Creating triangle list ParticleSystem_Smoke, NumVertices: 0 numTriangles:0
[CORE] Adding surface: ParticleSystem_Smoke to the surface cache
[DX9] Out of buffer space. Creating new static buffer of size: 131072
[DX9] Out of buffer space. Creating new static buffer of size: 131072
[DX9] Creating vertex buffer. Size: 360000
[CORE] Allocating 5000 particles
[CORE] Adding particlesystem: Smoke to the cache
[CORE] Adding node: Smoke to the node cache
[CORE] Creating camera node: Cam
[CORE] Adding node: Cam to the node cache
[CORE] Adding camera: Cam to node: MaxScene
[CORE] Linking node: Cam
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light1 to the node cache
[CORE] Adding light: Light1 to node: MaxScene
[CORE] Linking node: Light1
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light2 to the node cache
[CORE] Adding light: Light2 to node: MaxScene
[CORE] Linking node: Light2
[CORE] MaterialManager is creating material: .\materials\ugly.xml
[CORE] Adding material: .\materials\ugly.xml to the material cache
[CORE] Reading material file: .\materials\ugly.xml
[CORE] Deserializing material .\materials\ugly.xml
[CORE] Looking up OpacityMap_Identity in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Looking up tegels_bump.png in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Adding material: .\materials\ugly.xml to the material cache
[CORE] Unable to add material .\materials\ugly.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\ugly.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\ugly.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect HierarchyTest
[CORE] Creating scene: HierarchyTest
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: HierarchyTest to the node cache
[CORE] Caching scene: HierarchyTest
[CORE] Creating toroid, numrings:50 numsides: 50 outer radius:10 inner radius:5
[CORE] Creating triangle list Toroid, NumVertices: 2500 numTriangles:4802
[CORE] Adding surface: Toroid to the surface cache
[CORE] Creating  model: Toroid
[CORE] Adding node: Toroid to the node cache
[CORE] Adding model: Toroid to node: HierarchyTest
[CORE] Linking node: Toroid
[CORE] Creating camera node: Camera
[CORE] Adding node: Camera to the node cache
[CORE] Adding camera: Camera to node: HierarchyTest
[CORE] Linking node: Camera
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light to the node cache
[CORE] Adding light: Light to node: HierarchyTest
[CORE] Linking node: Light
[CORE] MaterialManager is creating material: .\materials\green.xml
[CORE] Adding material: .\materials\green.xml to the material cache
[CORE] Reading material file: .\materials\green.xml
[CORE] Deserializing material .\materials\green.xml
[CORE] Looking up OpacityMap_Identity in the texture cache
[CORE] Looking up 019metal.jpg in the texture cache
[CORE] Looking up campus_probe.jpg in the texture cache
[CORE] Looking up tegels_bump.png in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Adding material: .\materials\green.xml to the material cache
[CORE] Unable to add material .\materials\green.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\green.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\green.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating  model: Toroid2
[CORE] Adding node: Toroid2 to the node cache
[CORE] Adding model: Toroid2 to node: Toroid
[CORE] Linking node: Toroid2
[CORE] Registering effect StaticTunnel
[CORE] Creating scene: StaticTunnel
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: StaticTunnel to the node cache
[CORE] Caching scene: StaticTunnel
[CORE] Creating triangle list TunnelGeom, NumVertices: 0 numTriangles:0
[CORE] Adding surface: TunnelGeom to the surface cache
[CORE] Creating  model: Tunnel
[CORE] Adding node: Tunnel to the node cache
[CORE] Adding model: Tunnel to node: StaticTunnel
[CORE] Linking node: Tunnel
[CORE] Creating camera node: Camera
[CORE] Adding node: Camera to the node cache
[CORE] Adding camera: Camera to node: StaticTunnel
[CORE] Linking node: Camera
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light to the node cache
[CORE] Adding light: Light to node: StaticTunnel
[CORE] Linking node: Light
[CORE] MaterialManager is creating material: .\materials\Tunnel.xml
[CORE] Adding material: .\materials\Tunnel.xml to the material cache
[CORE] Reading material file: .\materials\Tunnel.xml
[CORE] Deserializing material .\materials\Tunnel.xml
[CORE] Looking up door.jpg in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Looking up organ.jpg in the texture cache
[CORE] Looking up door.png in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Adding material: .\materials\Tunnel.xml to the material cache
[CORE] Unable to add material .\materials\Tunnel.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\Tunnel.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\Tunnel.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect Harmonics
[CORE] Creating scene: HarmonicsScene
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: HarmonicsScene to the node cache
[CORE] Caching scene: HarmonicsScene
[CORE] Creating triangle list SphereGeom, NumVertices: 0 numTriangles:0
[CORE] Adding surface: SphereGeom to the surface cache
[CORE] Creating  model: Sphere
[CORE] Adding node: Sphere to the node cache
[CORE] Adding model: Sphere to node: HarmonicsScene
[CORE] Linking node: Sphere
[CORE] Creating camera node: Camera
[CORE] Adding node: Camera to the node cache
[CORE] Adding camera: Camera to node: HarmonicsScene
[CORE] Linking node: Camera
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light to the node cache
[CORE] Adding light: Light to node: HarmonicsScene
[CORE] Linking node: Light
[CORE] MaterialManager is creating material: .\materials\Harmonics.xml
[CORE] Adding material: .\materials\Harmonics.xml to the material cache
[CORE] Reading material file: .\materials\Harmonics.xml
[CORE] Deserializing material .\materials\Harmonics.xml
[CORE] Looking up 019metal.jpg in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Looking up stones_b.png in the texture cache
[CORE] Looking up 040metal.jpg in the texture cache
[CORE] Adding material: .\materials\Harmonics.xml to the material cache
[CORE] Unable to add material .\materials\Harmonics.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\Harmonics.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\Harmonics.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect BlobTunnel
[CORE] Creating scene: BlobScene
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: BlobScene to the node cache
[CORE] Caching scene: BlobScene
[CORE] Creating triangle list TunnelGeom, NumVertices: 96000 numTriangles:128000
[CORE] Adding surface: TunnelGeom to the surface cache
[CORE] Creating  model: BlobTunnel
[CORE] Adding node: BlobTunnel to the node cache
[CORE] Adding model: BlobTunnel to node: BlobScene
[CORE] Linking node: BlobTunnel
[CORE] Creating camera node: Camera
[CORE] Adding node: Camera to the node cache
[CORE] Adding camera: Camera to node: BlobScene
[CORE] Linking node: Camera
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light1 to the node cache
[CORE] Adding light: Light1 to node: BlobScene
[CORE] Linking node: Light1
[CORE] MaterialManager is creating material: .\materials\green.xml
[CORE] Adding material: .\materials\green.xml to the material cache
[CORE] Reading material file: .\materials\green.xml
[CORE] Deserializing material .\materials\green.xml
[CORE] Looking up OpacityMap_Identity in the texture cache
[CORE] Looking up 019metal.jpg in the texture cache
[CORE] Looking up campus_probe.jpg in the texture cache
[CORE] Looking up tegels_bump.png in the texture cache
[CORE] Looking up 059metal.jpg in the texture cache
[CORE] Adding material: .\materials\green.xml to the material cache
[CORE] Unable to add material .\materials\green.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\green.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\green.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect Plasma
[CORE] Creating scene: PlasmaScene
[CORE] Creating material manager
[CORE] MaterialManager is creating material: Default
[CORE] Adding material: Default to the material cache
[CORE] Building ambient shader for material: Default
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: Default
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Creating skeleton manager
[CORE] Creating particle system manager
[CORE] Creating root node
[CORE] Adding node: PlasmaScene to the node cache
[CORE] Caching scene: PlasmaScene
[CORE] Creating grid, xsegs:50 ysegs: 50 width:13 height:10
[CORE] Creating triangle list PlasmaGrid, NumVertices: 2601 numTriangles:5000
[CORE] Adding surface: PlasmaGrid to the surface cache
[CORE] Creating  model: Grid
[CORE] Adding node: Grid to the node cache
[CORE] Adding model: Grid to node: PlasmaScene
[CORE] Linking node: Grid
[CORE] Creating camera node: Camera
[CORE] Adding node: Camera to the node cache
[CORE] Adding camera: Camera to node: PlasmaScene
[CORE] Linking node: Camera
[CORE] Creating a pointlight node: 
[CORE] Adding node: Light to the node cache
[CORE] Adding light: Light to node: PlasmaScene
[CORE] Linking node: Light
[CORE] MaterialManager is creating material: .\materials\Plasma.xml
[CORE] Adding material: .\materials\Plasma.xml to the material cache
[CORE] Reading material file: .\materials\Plasma.xml
[CORE] Deserializing material .\materials\Plasma.xml
[CORE] Looking up AmbientMap_Identity in the texture cache
[CORE] Looking up flames.jpg in the texture cache
[CORE] Looking up SpecularMap_Identity in the texture cache
[CORE] Looking up NormalMap_Identity in the texture cache
[CORE] Looking up rnl_probe.jpg in the texture cache
[CORE] Adding material: .\materials\Plasma.xml to the material cache
[CORE] Unable to add material .\materials\Plasma.xml to the name cache. A material with this name is already stored in the cache
[CORE] Building ambient shader for material: .\materials\Plasma.xml
[DX9] Compiling vertex shader: Ambient
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Ambient
[DX9] Fragment shader compilation successful
[CORE] Building shadow shader for material: .\materials\Plasma.xml
[DX9] Compiling vertex shader: Shadow
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Shadow
[DX9] Fragment shader compilation successful
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_AMBIENTMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_DIFFUSEMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_SPECULARMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[CORE] Defining macro: ENABLE_NORMALMAP as: 1
[DX9] Compiling vertex shader: Interaction
[DX9] Vertex shader compilation successful
[DX9] Compiling fragment shader: Interaction
[DX9] Fragment shader compilation successful
[CORE] Registering effect Frame
[CORE] Creating texture from image: .\misc\Frame.png
[CORE] Adding texture .\misc\Frame.png to the texture cache
[CORE] Loading image .\misc\Frame.png
[CORE] Creating triangle list GreetQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: GreetQuad to the surface cache
[CORE] Registering effect Frame2
[CORE] Creating texture from image: .\misc\Frame2.png
[CORE] Adding texture .\misc\Frame2.png to the texture cache
[CORE] Loading image .\misc\Frame2.png
[CORE] Creating triangle list GreetQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: GreetQuad to the surface cache
[CORE] Registering effect Frame3
[CORE] Creating texture from image: .\misc\Frame3.png
[CORE] Adding texture .\misc\Frame3.png to the texture cache
[CORE] Loading image .\misc\Frame3.png
[CORE] Creating triangle list GreetQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: GreetQuad to the surface cache
[CORE] Registering effect Frame4
[CORE] Creating texture from image: .\misc\Frame4.png
[CORE] Adding texture .\misc\Frame4.png to the texture cache
[CORE] Loading image .\misc\Frame4.png
[CORE] Creating triangle list GreetQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: GreetQuad to the surface cache
[CORE] Registering effect Flash
[CORE] Creating triangle list LyricsQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: LyricsQuad to the surface cache
[CORE] Registering effect Radial blur
[CORE] Registering effect Blur
[CORE] Registering effect Glow
[CORE] Registering effect Brightness
[CORE] Registering effect Mosaic
[CORE] Creating effect layer 
[CORE] Creating effect layer 
[CORE] Creating effect layer 
[CORE] Creating effect layer 
[CORE] Creating effect layer 
[CORE] Creating effect layer 
[CORE] Creating texture from image: windowsa.png
[CORE] Adding texture windowsa.png to the texture cache
[CORE] Loading image windowsa.png
[CORE] Creating texture from image: editor_glyphs.png
[CORE] Adding texture editor_glyphs.png to the texture cache
[CORE] Loading image editor_glyphs.png
[CORE] Creating texture from image: panel_border_title.png
[CORE] Adding texture panel_border_title.png to the texture cache
[CORE] Loading image panel_border_title.png
[CORE] Creating texture from image: layer_glyphs.png
[CORE] Adding texture layer_glyphs.png to the texture cache
[CORE] Loading image layer_glyphs.png
[CORE] Creating texture from image: windowsb.png
[CORE] Adding texture windowsb.png to the texture cache
[CORE] Loading image windowsb.png
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Creating triangle list FontGlyphs, NumVertices: 0 numTriangles:0
[CORE] Adding surface: FontGlyphs to the surface cache
[CORE] Creating line list Grid, NumVertices: 60 numLines:30
[CORE] Adding surface: Grid to the surface cache
[CORE] Adding surface: Grid to the surface cache
[CORE] Uploading textures
[DX9] Creating texture: arial.png
[DX9] Uploading texture: arial.png
[DX9] Creating texture: AmbientMap_Identity
[CORE] Generating solid texture AmbientMap_Identity
[DX9] Uploading texture: AmbientMap_Identity
[DX9] Creating texture: OpacityMap_Identity
[CORE] Generating solid texture OpacityMap_Identity
[DX9] Uploading texture: OpacityMap_Identity
[DX9] Creating texture: RefractionMap_Identity
[CORE] Generating solid texture RefractionMap_Identity
[DX9] Uploading texture: RefractionMap_Identity
[DX9] Creating texture: console.jpg
[DX9] Uploading texture: console.jpg
[DX9] Creating texture: 019metal.jpg
[DX9] Uploading texture: 019metal.jpg
[DX9] Creating texture: 040metal.jpg
[DX9] Uploading texture: 040metal.jpg
[DX9] Creating texture: 059metal.jpg
[DX9] Uploading texture: 059metal.jpg
[DX9] Creating texture: Ancient.png
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: Ancient.png
[DX9] Creating texture: background.jpg
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: background.jpg
[DX9] Creating texture: beach_probe.jpg
[DX9] Uploading texture: beach_probe.jpg
[DX9] Creating texture: bruin.png
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: bruin.png
[DX9] Creating texture: building_probe.jpg
[DX9] Uploading texture: building_probe.jpg
[DX9] Creating texture: campus_probe.jpg
[DX9] Uploading texture: campus_probe.jpg
[DX9] Creating texture: circles.png
[DX9] Uploading texture: circles.png
[DX9] Creating texture: crack_b.png
[DX9] Uploading texture: crack_b.png
[DX9] Creating texture: crate.png
[DX9] Uploading texture: crate.png
[DX9] Creating texture: dier.png
[DX9] Uploading texture: dier.png
[DX9] Creating texture: door.jpg
[DX9] Uploading texture: door.jpg
[DX9] Creating texture: door.png
[DX9] Uploading texture: door.png
[DX9] Creating texture: door2.jpg
[DX9] Uploading texture: door2.jpg
[DX9] Creating texture: door2.png
[DX9] Uploading texture: door2.png
[DX9] Creating texture: envmap01.jpg
[DX9] Uploading texture: envmap01.jpg
[DX9] Creating texture: flames.jpg
[DX9] Uploading texture: flames.jpg
[DX9] Creating texture: galileo_probe.jpg
[DX9] Uploading texture: galileo_probe.jpg
[DX9] Creating texture: glyphs.jpg
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: glyphs.jpg
[DX9] Creating texture: grace_probe.jpg
[DX9] Uploading texture: grace_probe.jpg
[DX9] Creating texture: grey005.gif
[DX9] Uploading texture: grey005.gif
[DX9] The texture grey005.gif has no image to upload
[DX9] Creating texture: gs_envmap03.jpg
[DX9] Uploading texture: gs_envmap03.jpg
[DX9] Creating texture: kitchen_probe.jpg
[DX9] Uploading texture: kitchen_probe.jpg
[DX9] Creating texture: loading.jpg
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: loading.jpg
[DX9] Creating texture: n_koralmap.tga
[DX9] Uploading texture: n_koralmap.tga
[DX9] Creating texture: o01.png
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: o01.png
[DX9] Creating texture: organ.jpg
[DX9] Uploading texture: organ.jpg
[DX9] Creating texture: particle01.jpg
[DX9] Uploading texture: particle01.jpg
[DX9] Creating texture: particle02.jpg
[DX9] Uploading texture: particle02.jpg
[DX9] Creating texture: particle03.jpg
[DX9] Uploading texture: particle03.jpg
[DX9] Creating texture: particle04.jpg
[DX9] Uploading texture: particle04.jpg
[DX9] Creating texture: perlin.png
[DX9] Uploading texture: perlin.png
[DX9] Creating texture: rnl_probe.jpg
[DX9] Uploading texture: rnl_probe.jpg
[DX9] Creating texture: roest.jpg
[DX9] Uploading texture: roest.jpg
[DX9] Creating texture: rood.png
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: rood.png
[DX9] Creating texture: Shortcut to sdk.lnk
[DX9] Uploading texture: Shortcut to sdk.lnk
[DX9] The texture Shortcut to sdk.lnk has no image to upload
[DX9] Creating texture: solar.jpg
[ERROR] Exception: Enforcement 'm_device->CreateTexture(static_cast<UINT>(texture.width()), static_cast<UINT>(texture.height()), numLevels, texUsage, GetPixelFormat(texture.format()), texPool, &dx9Texture, NULL)' failed with message 'Texture creation error' in file '.\N3D_RenderContextDX9.cpp'
[ERROR] General exception created
[CORE] Unable to upload texture: solar.jpg
[DX9] Creating texture: steen.png
[DX9] Uploading texture: steen.png
[DX9] Creating texture: stones_b.png
[DX9] Uploading texture: stones_b.png
[DX9] Creating texture: stpeters_probe.jpg
[DX9] Uploading texture: stpeters_probe.jpg
[DX9] Creating texture: tegels_bump.png
[DX9] Uploading texture: tegels_bump.png
[DX9] Creating texture: times.jpg
[DX9] Uploading texture: times.jpg
[DX9] Creating texture: uffizi_probe.jpg
[DX9] Uploading texture: uffizi_probe.jpg
[DX9] Creating texture: white.png
[DX9] Uploading texture: white.png
[DX9] Creating texture: .\misc\text1.png
[DX9] Uploading texture: .\misc\text1.png
[DX9] Creating texture: .\misc\text2.png
[DX9] Uploading texture: .\misc\text2.png
[DX9] Creating texture: .\misc\text3.png
[DX9] Uploading texture: .\misc\text3.png
[DX9] Creating texture: .\misc\text4.png
[DX9] Uploading texture: .\misc\text4.png
[DX9] Creating texture: .\misc\text5.png
[DX9] Uploading texture: .\misc\text5.png
[DX9] Creating texture: .\misc\Frame.png
[DX9] Uploading texture: .\misc\Frame.png
[DX9] Creating texture: .\misc\Frame2.png
[DX9] Uploading texture: .\misc\Frame2.png
[DX9] Creating texture: .\misc\Frame3.png
[DX9] Uploading texture: .\misc\Frame3.png
[DX9] Creating texture: .\misc\Frame4.png
[DX9] Uploading texture: .\misc\Frame4.png
[DX9] Creating texture: windowsa.png
[DX9] Uploading texture: windowsa.png
[DX9] Creating texture: editor_glyphs.png
[DX9] Uploading texture: editor_glyphs.png
[DX9] Creating texture: panel_border_title.png
[DX9] Uploading texture: panel_border_title.png
[DX9] Creating texture: layer_glyphs.png
[DX9] Uploading texture: layer_glyphs.png
[DX9] Creating texture: windowsb.png
[DX9] Uploading texture: windowsb.png
[CORE] Uploading all surfaces
[DX9] Out of buffer space. Creating new static buffer of size: 262144
[DX9] Out of buffer space. Creating new static buffer of size: 262144
[DX9] Out of buffer space. Creating new static buffer of size: 524288
[DX9] Out of buffer space. Creating new static buffer of size: 1048576
[CORE] Starting effect: Brightness in layer: Bright
[CORE] Creating triangle list SinkQuad, NumVertices: 4 numTriangles:2
[CORE] Adding surface: SinkQuad to the surface cache
[CORE] TextureManager is creating 2d render texture: Temp0
[CORE] Adding texture Temp0 to the texture cache
[DX9] Creating texture: Temp0
[CORE] TextureManager is creating 2d render texture: Temp1
[CORE] Adding texture Temp1 to the texture cache
[DX9] Creating texture: Temp1
[CORE] Uploading material: SinkMat
[DX9] Uploading texture: Temp0
[DX9] The texture Temp0 has no image to upload
[CORE] Finished uploading material: SinkMat
[DX9] Creating fragment shader: Subtract
[DX9] Creating vertex declaration
[CORE] Uploading material: SinkMat
[DX9] Uploading texture: Temp1
[DX9] The texture Temp1 has no image to upload
[CORE] Finished uploading material: SinkMat
[DX9] Creating fragment shader: Copy
[CORE] Starting effect: UglyObject in layer: Effect
[DX9] Creating fragment shader: Ambient
[DX9] Creating vertex shader: Ambient
[CORE] Uploading material: Default
[DX9] Creating vertex shader: Interaction
[DX9] Creating fragment shader: Interaction
[DX9] Creating vertex shader: Shadow
[DX9] Creating fragment shader: Shadow
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\ugly.xml
[CORE] Finished uploading material: .\materials\ugly.xml
[DX9] Creating vertex declaration
[DX9] Creating fragment shader: Particle
[DX9] Creating vertex shader: Particle
[CORE] Uploading material: Particle
[CORE] Finished uploading material: Particle
[DX9] Creating vertex declaration
[CORE] Uploading material: DebugMtl
[CORE] Finished uploading material: DebugMtl
[DX9] Creating fragment shader: Color
[DX9] Creating vertex shader: Color
[DX9] Creating vertex declaration
[CORE] Stopping effect: Brightness in layer: Bright
[CORE] Starting effect: Flash in layer: Flash
[CORE] Uploading material: Flash
[CORE] Finished uploading material: Flash
[DX9] Creating vertex declaration
[CORE] Starting effect: Wunderbar in layer: Effect
[CORE] Uploading material: Wonder
[CORE] Finished uploading material: Wonder
[DX9] Creating vertex declaration
[CORE] Stopping effect: Wunderbar in layer: Effect
[CORE] Starting effect: Mosaic in layer: Bright
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[DX9] Creating vertex shader: Mosaic1
[CORE] TextureManager is creating 2d render texture: Temp2
[CORE] Adding texture Temp2 to the texture cache
[DX9] Creating texture: Temp2
[DX9] Creating vertex shader: Mosaic
[DX9] Uploading texture: Temp2
[DX9] The texture Temp2 has no image to upload
[CORE] Stopping effect: UglyObject in layer: Effect
[CORE] Starting effect: Environment in layer: Effect
[CORE] Stopping effect: Mosaic in layer: Bright
[CORE] Starting effect: Morpher in layer: Bright
[CORE] Stopping effect: Flash in layer: Flash
[CORE] Starting effect: Glow in layer: Layer
[CORE] Starting effect: Frame4 in layer: Layer
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\environment.xml
[CORE] Finished uploading material: .\materials\environment.xml
[DX9] Creating vertex declaration
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: Particle
[CORE] Finished uploading material: Particle
[DX9] Creating fragment shader: Particle
[DX9] Creating vertex shader: Particle2
[DX9] Creating vertex declaration
[CORE] Uploading material: Overlay
[CORE] Finished uploading material: Overlay
[DX9] Creating vertex declaration
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[DX9] Creating fragment shader: Blur
[DX9] Creating vertex shader: Blur
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Stopping effect: Environment in layer: Effect
[CORE] Starting effect: StaticTunnel in layer: Effect
[CORE] Stopping effect: Morpher in layer: Bright
[CORE] Starting effect: Harmonics in layer: Bright
[CORE] Stopping effect: Glow in layer: Layer
[CORE] Stopping effect: Frame4 in layer: Layer
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\Tunnel.xml
[CORE] Finished uploading material: .\materials\Tunnel.xml
[DX9] Creating vertex declaration
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\Harmonics.xml
[CORE] Finished uploading material: .\materials\Harmonics.xml
[DX9] Creating vertex declaration
[CORE] Starting effect: Blur in layer: Layer
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[CORE] Stopping effect: Blur in layer: Layer
[CORE] Starting effect: Blur in layer: Layer
[CORE] Stopping effect: Blur in layer: Layer
[CORE] Starting effect: Brightness in layer: Layer
[CORE] Stopping effect: Harmonics in layer: Bright
[CORE] Stopping effect: StaticTunnel in layer: Effect
[CORE] Stopping effect: Brightness in layer: Layer
[CORE] Starting effect: Plasma in layer: Effect
[CORE] Starting effect: Glow in layer: Bright
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\Plasma.xml
[CORE] Finished uploading material: .\materials\Plasma.xml
[DX9] Creating vertex declaration
[CORE] Uploading material: Quad
[CORE] Finished uploading material: Quad
[DX9] Creating vertex buffer. Size: 393120
[DX9] Creating vertex declaration
[CORE] Stopping effect: Plasma in layer: Effect
[CORE] Starting effect: StaticTunnel in layer: Effect
[CORE] Stopping effect: Glow in layer: Bright
[CORE] Starting effect: Ich lieb dich in layer: Effect
[CORE] Uploading material: Lyrics
[CORE] Finished uploading material: Lyrics
[DX9] Creating vertex declaration
[CORE] Stopping effect: Ich lieb dich in layer: Effect
[CORE] Starting effect: Ich lieb dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Uploading material: Lyrics
[CORE] Finished uploading material: Lyrics
[DX9] Creating vertex declaration
[CORE] Stopping effect: Ich lieb dich in layer: Effect
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Starting effect: Ich brauch dich in layer: Effect
[CORE] Uploading material: Lyrics
[CORE] Finished uploading material: Lyrics
[DX9] Creating vertex declaration
[CORE] Stopping effect: Ich brauch dich in layer: Effect
[CORE] Starting effect: Ich brauch dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Stopping effect: Ich brauch dich in layer: Effect
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Starting effect: Ich will dich in layer: Effect
[CORE] Uploading material: Lyrics
[CORE] Finished uploading material: Lyrics
[DX9] Creating vertex declaration
[CORE] Stopping effect: Ich will dich in layer: Effect
[CORE] Starting effect: Ich will dich in layer: Effect
[CORE] Stopping effect: Ich will dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Starting effect: Ich will dich in layer: Effect
[CORE] Stopping effect: Ich will dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Starting effect: Verlieren in layer: Effect
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Uploading material: Lyrics
[CORE] Finished uploading material: Lyrics
[DX9] Creating vertex declaration
[CORE] Stopping effect: Verlieren in layer: Effect
[CORE] Stopping effect: StaticTunnel in layer: Effect
[CORE] Starting effect: BlobTunnel in layer: Bright
[CORE] Starting effect: Radial blur in layer: Effect
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\green.xml
[CORE] Finished uploading material: .\materials\green.xml
[DX9] Creating vertex declaration
[CORE] Uploading material: SinkMat
[CORE] Finished uploading material: SinkMat
[DX9] Creating vertex shader: RadialBlur
[CORE] Starting effect: Squidy in layer: Effect
[CORE] Stopping effect: BlobTunnel in layer: Bright
[CORE] Starting effect: Greets in layer: Bright
[CORE] Stopping effect: Radial blur in layer: Effect
[CORE] Uploading material: Default
[CORE] Finished uploading material: Default
[CORE] Uploading material: .\materials\squid.xml
[CORE] Finished uploading material: .\materials\squid.xml
[DX9] Creating vertex declaration
[CORE] Uploading material: .\materials\plane.xml
[CORE] Finished uploading material: .\materials\plane.xml
[DX9] Creating vertex declaration
[DX9] Creating vertex declaration
[CORE] Uploading material: Greet
[CORE] Finished uploading material: Greet
[DX9] Creating vertex declaration
[CORE] Stopping effect: Squidy in layer: Effect
[CORE] Starting effect: Plasma in layer: Effect
[CORE] Stopping effect: Greets in layer: Bright
[CORE] Starting effect: Ich lieb dich in layer: Effect
[CORE] Stopping effect: Ich lieb dich in layer: Effect
[CORE] Starting effect: Ich lieb dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Stopping effect: Ich lieb dich in layer: Effect
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Starting effect: Ich brauch dich in layer: Effect
[CORE] Stopping effect: Ich brauch dich in layer: Effect
[CORE] Starting effect: Ich brauch dich in layer: Effect
[CORE] Stopping effect: Ich brauch dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Starting effect: Ich will dich in layer: Effect
[CORE] Stopping effect: Ich will dich in layer: Effect
[CORE] Starting effect: Ich will dich in layer: Effect
[CORE] Stopping effect: Ich will dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Starting effect: Ich will dich in layer: Effect
[CORE] Stopping effect: Ich will dich in layer: Effect
[CORE] Starting effect: Nicht in layer: Flash
[CORE] Starting effect: Verlieren in layer: Layer
[CORE] Stopping effect: Nicht in layer: Flash
[CORE] Stopping effect: Plasma in layer: Effect
[CORE] Starting effect: UglyObject in layer: Effect
[CORE] Allocating 1000 particles
[CORE] Allocating 1000 particles
[CORE] Allocating 1000 particles
[CORE] Allocating 1000 particles
[CORE] Allocating 1000 particles
[CORE] Allocating 1000 particles
[CORE] Allocating 1000 particles
[CORE] Stopping effect: Verlieren in layer: Layer
[CORE] Starting effect: Brightness in layer: Bright
[CORE] Stopping effect: UglyObject in layer: Effect
[CORE] Stopping effect: Brightness in layer: Bright
[ERROR] Exception: Exception 'Finish' occurred in file '.\NDS_EffectManager.cpp' line:219
[ERROR] General exception created
[CORE] Closing SoundManagerDX thread
[CORE] Exception 'Finish' occurred in file '.\NDS_EffectManager.cpp' line:219
[CORE] Clearing scene manager cache
[CORE] Destroying node: MaxScene
[CORE] Destroying node: Hedra03
[CORE] Destroying node: Omni01
[CORE] Destroying node: cam01
[CORE] Destroying node: Light1
[CORE] Destroying node: EnvCam
[CORE] Destroying node: MaxScene
[CORE] Destroying node: Hedra02
[CORE] Destroying node: Light1
[CORE] Destroying node: Grid
[CORE] Destroying node: SquidCam
[CORE] Destroying node: MaxScene
[CORE] Destroying node: Hedra01
[CORE] Destroying node: Smoke
[CORE] Destroying node: Light1
[CORE] Destroying node: Light2
[CORE] Destroying node: Cam
[CORE] Destroying node: HierarchyTest
[CORE] Destroying node: Toroid
[CORE] Destroying node: Toroid2
[CORE] Destroying node: Light
[CORE] Destroying node: Camera
[CORE] Destroying node: StaticTunnel
[CORE] Destroying node: Tunnel
[CORE] Destroying node: Light
[CORE] Destroying node: Camera
[CORE] Destroying node: HarmonicsScene
[CORE] Destroying node: Sphere
[CORE] Destroying node: Light
[CORE] Destroying node: Camera
[CORE] Destroying node: BlobScene
[CORE] Destroying node: BlobTunnel
[CORE] Destroying node: Light1
[CORE] Destroying node: Camera
[CORE] Destroying node: PlasmaScene
[CORE] Destroying node: Grid
[CORE] Destroying node: Light
[CORE] Destroying node: Camera
