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adcornetto

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 16 total)
  • Author
    Posts
  • in reply to: Audio on IOS #8914
    adcornetto
    Customer

    Thanks. That was what I was trying to setup.

    in reply to: Audio on IOS #8908
    adcornetto
    Customer

    It had something to do with the puzzles logic.
    When I had the play sound in the when finished do part of the play animation block it would not work.
    I moved it outside the block and it plays fine. I wanted it to start after the animation played, so I used a time after block. Worked great.
    Thanks again for your help.

    in reply to: Audio on IOS #8904
    adcornetto
    Customer

    I used sound puzzles first and that did not work. I was trying to find a fix. Is there a modification to the audio function in the visual_logic.js that would detect a touch on an iphone?

    in reply to: Playing Animations #8881
    adcornetto
    Customer

    Here is a simple example. Thanks again for all the help.

    in reply to: Playing Animations #8877
    adcornetto
    Customer

    yes, it continues playing to the past the start frame. I will have to build an example.

    in reply to: Playing Animations #8874
    adcornetto
    Customer

    Thanks for the quick responses. I ended up using a duplicated object and separated the linear and looping animations. Then I did a show/hide when the linear animation completed.
    I did find a separate issue. When I play a section of an animation “reversed” the animation starts at the end frame (as it is supposed to), but it does not stop at the start frame?

    in reply to: Fullscreen Button #8827
    adcornetto
    Customer

    Found it in the .css file.
    :)

    in reply to: Cycles Materials #8609
    adcornetto
    Customer

    That was the problem. Had to fix the windows association.
    Thanks again for all your help.

    in reply to: Cycles Materials #8608
    adcornetto
    Customer

    Starting App Manager server (port 8668, package BLENDER)
    2018-11-01 12:05:16,592 [ERROR] tornado.application: Uncaught exception GET /open/?filepath=applications/city/city.blend (::1)
    HTTPServerRequest(protocol=’http’, host=’localhost:8668′, method=’GET’, uri=’/open/?filepath=applications/city/city.blend’, version=’HTTP/1.1′, remote_ip=’::1′, headers={‘Host’: ‘localhost:8668’, ‘Connection’: ‘keep-alive’, ‘Upgrade-Insecure-Requests’: ‘1’, ‘User-Agent’: ‘Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/70.0.3538.77 Safari/537.36’, ‘Accept’: ‘text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,image/apng,*/*;q=0.8’, ‘Referer’: ‘http://localhost:8668/’, ‘Accept-Encoding’: ‘gzip, deflate, br’, ‘Accept-Language’: ‘en-US,en;q=0.9’})
    Traceback (most recent call last):
    File “C:\Users\AnthonyCornetto\AppData\Roaming\Blender Foundation\Blender\verge3d\manager\lib\tornado\web.py”, line 1509, in _execute
    result = method(*self.path_args, **self.path_kwargs)
    File “C:\Users\AnthonyCornetto\AppData\Roaming\Blender Foundation\Blender\verge3d\addons\verge3d\..\..\manager\server.py”, line 556, in get
    os.startfile(filepath)
    OSError: [WinError -2147221003] Application not found: ‘C:\\Users\\AnthonyCornetto\\AppData\\Roaming\\Blender Foundation\\Blender\\verge3d\\applications\\city\\city.blend’
    2018-11-01 12:05:16,606 [ERROR] tornado.access: 500 GET /open/?filepath=applications/city/city.blend (::1) 170.20ms

    in reply to: Cycles Materials #8605
    adcornetto
    Customer

    New issue :wacko: When click on a blend file to open from the app manager, I get a 500:Internal Server Error. The address in the browser for city.blend is the following:

    http://localhost:8668/open/?filepath=applications/city/city.blend”

    Not sure if I messed up something with the blender installation. Any thoughts?

    in reply to: Cycles Materials #8603
    adcornetto
    Customer

    2.9 pre1 worked with 2.79.6
    Thanks for the help. Sorry I didn’t think about the Blender version sooner.

    in reply to: Cycles Materials #8600
    adcornetto
    Customer

    Not using any other installations. I deleted the verge3d directory and removed the addon, then reinstalled verge3d. Still same issue.
    Not sure if it matters, but I am using Blender v2.79.6, (Branch:blender2.8)

    in reply to: Cycles Materials #8591
    adcornetto
    Customer

    Verge3D 2.7.1
    v3d.js:1 v3d.WebGLShader: Shader couldn’t compile.
    ga @ v3d.js:1

    v3d.js:1 v3d.WebGLShader: gl.getShaderInfoLog() fragment ERROR: 0:1458: ‘node_output_material’ : no matching overloaded function found
    1: #extension GL_OES_standard_derivatives : enable
    2: #extension GL_EXT_shader_texture_lod : enable
    3: precision highp float;
    4: precision highp int;
    5: #define SHADER_NAME MeshNodeMaterial
    6: #define LIGHT_PATH_IS_CAM_RAY 1
    7: #define WORLD_NODES 0
    8: #define BLENDER_LIGHTS
    9: #define NODE_RGB_NUM 1
    10: #define NODE_VALUE_NUM 0
    11: #define NODE_RGB
    12: #define NODE_BSDF_PRINCIPLED
    13: #define NODE_OUTPUT_MATERIAL
    14: #define PHYSICAL
    15: #define STANDARD
    16: #define GAMMA_FACTOR 2
    17: #define USE_ENVMAP
    18: #define ENVMAP_TYPE_CUBE_UV
    19: #define ENVMAP_MODE_REFLECTION
    20: #define ENVMAP_BLENDING_MULTIPLY
    21: #define NUM_CLIPPING_PLANES 0
    22: #define UNION_CLIPPING_PLANES 0
    23: #define PHYSICALLY_CORRECT_LIGHTS
    24: #define UNITS_SCALE_FACTOR 1.0
    25: #define TEXTURE_LOD_EXT
    26: uniform mat4 viewMatrix;
    27: uniform vec3 cameraPosition;
    28: #define TONE_MAPPING
    29: #define saturate(a) clamp(a, 0.0, 1.0)
    30: uniform float toneMappingExposure;
    31: uniform float toneMappingWhitePoint;
    32: vec3 LinearToneMapping(vec3 color) {
    33: return toneMappingExposure * color;
    34: }
    35: vec3 ReinhardToneMapping(vec3 color) {
    36: color *= toneMappingExposure;
    37: return saturate(color / (vec3(1.0) + color));
    38: }
    39: #define Uncharted2Helper(x) max(((x * (0.15 * x + 0.10 * 0.50) + 0.20 * 0.02) / (x * (0.15 * x + 0.50) + 0.20 * 0.30)) – 0.02 / 0.30, vec3(0.0))
    40: vec3 Uncharted2ToneMapping(vec3 color) {
    41:
    42: color *= toneMappingExposure;
    43: return saturate(Uncharted2Helper(color) / Uncharted2Helper(vec3(toneMappingWhitePoint)));
    44: }
    45: vec3 OptimizedCineonToneMapping(vec3 color) {
    46:
    47: color *= toneMappingExposure;
    48: color = max(vec3(0.0), color – 0.004);
    49: return pow((color * (6.2 * color + 0.5)) / (color * (6.2 * color + 1.7) + 0.06), vec3(2.2));
    50: }
    51: vec3 LogarithmicToneMapping(vec3 color) {
    52: return log(color + 1.0) / log(toneMappingExposure + 1.0);
    53: }
    54:
    55: vec3 toneMapping(vec3 color) { return LinearToneMapping(color); }
    56:
    57: vec4 LinearToLinear(in vec4 value) {
    58: return value;
    59: }
    60: vec4 GammaToLinear(in vec4 value, in float gammaFactor) {
    61: return vec4(pow(value.xyz, vec3(gammaFactor)), value.w);
    62: }
    63: vec4 LinearToGamma(in vec4 value, in float gammaFactor) {
    64: return vec4(pow(value.xyz, vec3(1.0 / gammaFactor)), value.w);
    65: }
    66: vec4 sRGBToLinear(in vec4 value) {
    67: return vec4(mix(pow(value.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), value.rgb * 0.0773993808, vec3(lessThanEqual(value.rgb, vec3(0.04045)))), value.w);
    68: }
    69: vec4 LinearTosRGB(in vec4 value) {
    70: return vec4(mix(pow(value.rgb, vec3(0.41666)) * 1.055 – vec3(0.055), value.rgb * 12.92, vec3(lessThanEqual(value.rgb, vec3(0.0031308)))), value.w);
    71: }
    72: vec4 RGBEToLinear(in vec4 value) {
    73: return vec4(value.rgb * exp2(value.a * 255.0 – 128.0), 1.0);
    74: }
    75: vec4 LinearToRGBE(in vec4 value) {
    76: float maxComponent = max(max(value.r, value.g), value.b);
    77: float fExp = clamp(ceil(log2(maxComponent)), -128.0, 127.0);
    78: return vec4(value.rgb / exp2(fExp), (fExp + 128.0) / 255.0);
    79: }
    80: vec4 RGBMToLinear(in vec4 value, in float maxRange) {
    81: return vec4(value.xyz * value.w * maxRange, 1.0);
    82: }
    83: vec4 LinearToRGBM(in vec4 value, in float maxRange) {
    84: float maxRGB = max(value.x, max(value.g, value.b));
    85: float M = clamp(maxRGB / maxRange, 0.0, 1.0);
    86: M = ceil(M * 255.0) / 255.0;
    87: return vec4(value.rgb / (M * maxRange), M);
    88: }
    89: vec4 RGBDToLinear(in vec4 value, in float maxRange) {
    90: return vec4(value.rgb * ((maxRange / 255.0) / value.a), 1.0);
    91: }
    92: vec4 LinearToRGBD(in vec4 value, in float maxRange) {
    93: float maxRGB = max(value.x, max(value.g, value.b));
    94: float D = max(maxRange / maxRGB, 1.0);
    95: D = min(floor(D) / 255.0, 1.0);
    96: return vec4(value.rgb * (D * (255.0 / maxRange)), D);
    97: }
    98: const mat3 cLogLuvM = mat3(0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969);
    99: vec4 LinearToLogLuv(in vec4 value) {
    100: vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;
    101: Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));
    102: vec4 vResult;
    103: vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
    104: float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
    105: vResult.w = fract(Le);
    106: vResult.z = (Le – (floor(vResult.w*255.0))/255.0)/255.0;
    107: return vResult;
    108: }
    109: const mat3 cLogLuvInverseM = mat3(6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268);
    110: vec4 LogLuvToLinear(in vec4 value) {
    111: float Le = value.z * 255.0 + value.w;
    112: vec3 Xp_Y_XYZp;
    113: Xp_Y_XYZp.y = exp2((Le – 127.0) / 2.0);
    114: Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
    115: Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
    116: vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;
    117: return vec4(max(vRGB, 0.0), 1.0);
    118: }
    119:
    120: vec4 mapTexelToLinear(vec4
    ga @ v3d.js:1
    v3d.js:1 v3d.WebGLProgram: shader error: 1282 gl.VALIDATE_STATUS false gl.getProgramInfoLog invalid shaders ERROR: 0:1458: ‘node_output_material’ : no matching overloaded function found

    v3d.js:1 WebGL: too many errors, no more errors will be reported to the console for this context.

    in reply to: Cycles Materials #8589
    adcornetto
    Customer

    Graphics Feature Status
    Canvas: Hardware accelerated
    Flash: Hardware accelerated
    Flash Stage3D: Hardware accelerated
    Flash Stage3D Baseline profile: Hardware accelerated
    Compositing: Hardware accelerated
    Multiple Raster Threads: Enabled
    Native GpuMemoryBuffers: Software only. Hardware acceleration disabled
    Out-of-process Rasterization: Disabled
    Hardware Protected Video Decode: Unavailable
    Rasterization: Hardware accelerated
    Skia Deferred Display List: Disabled
    Skia Renderer: Disabled
    Surface Synchronization: Enabled
    Video Decode: Hardware accelerated
    Viz Service Display Compositor: Disabled
    WebGL: Hardware accelerated
    WebGL2: Hardware accelerated
    Driver Bug Workarounds
    clear_uniforms_before_first_program_use
    decode_encode_srgb_for_generatemipmap
    disable_delayed_copy_nv12
    disable_discard_framebuffer
    disable_framebuffer_cmaa
    exit_on_context_lost
    force_cube_complete
    scalarize_vec_and_mat_constructor_args
    disabled_extension_GL_KHR_blend_equation_advanced
    disabled_extension_GL_KHR_blend_equation_advanced_coherent
    Problems Detected
    Protected video decoding with swap chain is for Windows and Intel only
    Disabled Features: protected_video_decode
    Some drivers are unable to reset the D3D device in the GPU process sandbox
    Applied Workarounds: exit_on_context_lost
    Clear uniforms before first program use on all platforms: 124764, 349137
    Applied Workarounds: clear_uniforms_before_first_program_use
    Always rewrite vec/mat constructors to be consistent: 398694
    Applied Workarounds: scalarize_vec_and_mat_constructor_args
    ANGLE crash on glReadPixels from incomplete cube map texture: 518889
    Applied Workarounds: force_cube_complete
    Framebuffer discarding can hurt performance on non-tilers: 570897
    Applied Workarounds: disable_discard_framebuffer
    Use GL_INTEL_framebuffer_CMAA on ChromeOS: 535198
    Applied Workarounds: disable_framebuffer_cmaa
    Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
    Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
    Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
    Applied Workarounds: decode_encode_srgb_for_generatemipmap
    Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670
    Applied Workarounds: disable_delayed_copy_nv12
    Native GpuMemoryBuffers have been disabled, either via about:flags or command line.
    Disabled Features: native_gpu_memory_buffers
    Viz service display compositor is not enabled by default.
    Disabled Features: viz_display_compositor
    Skia renderer is not used by default.
    Disabled Features: skia_renderer
    Skia deferred display list is not used by default.
    Disabled Features: skia_deferred_display_list
    Version Information
    Data exported 2018-11-01T13:01:55.078Z
    Chrome version Chrome/70.0.3538.77
    Operating system Windows NT 10.0.17763
    Software rendering list URL https://chromium.googlesource.com/chromium/src/+/0f6ce0b0cd63a12cb4eccea3637b1bc9a29148d9/gpu/config/software_rendering_list.json
    Driver bug list URL https://chromium.googlesource.com/chromium/src/+/0f6ce0b0cd63a12cb4eccea3637b1bc9a29148d9/gpu/config/gpu_driver_bug_list.json
    ANGLE commit id 05c729f336ef
    2D graphics backend Skia/70 193565807f7fd2a2c14e21b44c545cc03ebe134f-
    Command Line “C:\Program Files (x86)\Google\Chrome\Application\chrome.exe” –flag-switches-begin –flag-switches-end
    Driver Information
    Initialization time 599
    In-process GPU false
    Passthrough Command Decoder false
    Sandboxed true
    GPU0 VENDOR = 0x10de, DEVICE= 0x1401 *ACTIVE*
    GPU1 VENDOR = 0x10de, DEVICE= 0x1b80
    GPU2 VENDOR = 0x10de, DEVICE= 0x1b80
    Optimus false
    AMD switchable false
    Desktop compositing Aero Glass
    Direct Composition true
    Supports overlays false
    Overlay capabilities
    Diagonal Monitor Size of \\.\DISPLAY2 27.0″
    Diagonal Monitor Size of \\.\DISPLAY4 25.9″
    Diagonal Monitor Size of \\.\DISPLAY3 27.8″
    Diagonal Monitor Size of \\.\DISPLAY1 27.0″
    Driver D3D12 feature level D3D 12.1
    Driver Vulkan API version Vulkan API 1.1.0
    Driver vendor NVIDIA
    Driver version 399.24
    Driver date 9-5-2018
    GPU CUDA compute capability major version 5
    Pixel shader version 5.0
    Vertex shader version 5.0
    Max. MSAA samples 8
    Machine model name
    Machine model version
    GL_VENDOR Google Inc.
    GL_RENDERER ANGLE (NVIDIA GeForce GTX 960 Direct3D11 vs_5_0 ps_5_0)
    GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.05c729f336ef)
    GL_EXTENSIONS GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture
    Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
    Disabled WebGL Extensions
    Window system binding vendor Google Inc. (adapter LUID: 0000000000015ec4)
    Window system binding version 1.4 (ANGLE 2.1.0.05c729f336ef)
    Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled
    Direct rendering Yes
    Reset notification strategy 0x8252
    GPU process crash count 0
    Compositor Information
    Tile Update Mode One-copy
    Partial Raster Enabled
    GpuMemoryBuffers Status
    ATC Software only
    ATCIA Software only
    DXT1 Software only
    DXT5 Software only
    ETC1 Software only
    R_8 Software only
    R_16 Software only
    RG_88 Software only
    BGR_565 Software only
    RGBA_4444 Software only
    RGBX_8888 GPU_READ, SCANOUT
    RGBA_8888 GPU_READ, SCANOUT
    BGRX_8888 Software only
    BGRX_1010102 Software only
    RGBX_1010102 Software only
    BGRA_8888 Software only
    RGBA_F16 Software only
    YVU_420 Software only
    YUV_420_BIPLANAR Software only
    UYVY_422 Software only
    Display(s) Information
    Info Display[2528732444] bounds=[0,0 1920×1080], workarea=[0,0 1920×1040], scale=1, external.
    Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Bits per color component 8
    Bits per pixel 24
    Info Display[2779098405] bounds=[1920,0 1920×1080], workarea=[1920,0 1920×1040], scale=1, external.
    Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Bits per color component 8
    Bits per pixel 24
    Info Display[2841568472] bounds=[-2560,0 2560×1440], workarea=[-2560,0 2560×1400], scale=1.5, external.
    Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Bits per color component 8
    Bits per pixel 24
    Info Display[2480450848] bounds=[0,1080 1920×1080], workarea=[0,1080 1920×1040], scale=1, external.
    Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
    Bits per color component 8
    Bits per pixel 24
    Video Acceleration Information
    Decode h264 baseline up to 4096×2304 pixels
    Decode h264 baseline up to 2304×4096 pixels
    Decode h264 main up to 4096×2304 pixels
    Decode h264 main up to 2304×4096 pixels
    Decode h264 high up to 4096×2304 pixels
    Decode h264 high up to 2304×4096 pixels
    Decode vp8 up to 4096×2304 pixels
    Decode vp8 up to 2304×4096 pixels
    Decode vp9 profile0 up to 4096×2304 pixels
    Decode vp9 profile0 up to 2304×4096 pixels
    Decode vp9 profile1 up to 4096×2304 pixels
    Decode vp9 profile1 up to 2304×4096 pixels
    Decode vp9 profile2 up to 4096×2304 pixels
    Decode vp9 profile2 up to 2304×4096 pixels
    Decode vp9 profile3 up to 4096×2304 pixels
    Decode vp9 profile3 up to 2304×4096 pixels
    Encode h264 baseline up to 3840×2176 pixels and/or 30.000 fps
    Encode h264 main up to 3840×2176 pixels and/or 30.000 fps
    Encode h264 high up to 3840×2176 pixels and/or 30.000 fps
    Diagnostics
    0
    b3DAccelerationEnabled true
    b3DAccelerationExists true
    bAGPEnabled true
    bAGPExistenceValid true
    bAGPExists true
    bCanRenderWindow true
    bDDAccelerationEnabled true
    bDriverBeta false
    bDriverDebug false
    bDriverSigned false
    bDriverSignedValid false
    bNoHardware false
    dwBpp 32
    dwDDIVersion 12
    dwHeight 1080
    dwRefreshRate 60
    dwWHQLLevel 0
    dwWidth 1920
    iAdapter 0
    lDriverSize 952800
    lMiniVddSize 0
    szAGPStatusEnglish Enabled
    szAGPStatusLocalized Enabled
    szChipType GeForce GTX 960
    szD3DStatusEnglish Enabled
    szD3DStatusLocalized Enabled
    szDACType Integrated RAMDAC
    szDDIVersionEnglish 12
    szDDIVersionLocalized 12
    szDDStatusEnglish Enabled
    szDDStatusLocalized Enabled
    szDXVAHDEnglish Supported
    szDXVAModes
    szDescription NVIDIA GeForce GTX 960
    szDeviceId 0x1401
    szDeviceIdentifier {D7B71E3E-5741-11CF-367D-6A191BC2D535}
    szDeviceName \\.\DISPLAY1
    szDisplayMemoryEnglish 36794 MB
    szDisplayMemoryLocalized 36794 MB
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    Log Messages
    GpuProcessHostUIShim:
    GpuProcessHostUIShim:

    in reply to: Cycles Materials #8565
    adcornetto
    Customer

    I am using Google Chrome.
    The only thing that shows up is the environment background.
    I turned on ambient occlusion in the viewer and you can see the outline of the 3d objects. (see attached image).

Viewing 15 posts - 1 through 15 (of 16 total)