Building Oolite Windows from source - The Easier Way

News and discussion of the PC port of Oolite.

Moderators: winston, another_commander

User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

Not sure if others get this but with 1.76.1 (rebuilt with the new GCC 4.7.1 and using the DLLs from trunk) I get the expected FPS of 80 or so (no VBSYNC). With current trunk (1.77.0.5563 and the same build environment) I only get an FPS of about 15 at best.

It isn't the OXPs (I've tried it with no OXPs), it isn't the DLLs or the new GCC (actually everything was OK with the old build environment). Any ideas?

Vista patched to the latest MS patch Tuesday.
NVidia driver version 306.97

1.76.1 log...

Code: Select all

00:45:53.583 [log.header]: Opening log for Oolite version 1.76.1 (x86-32 test release) under Windows at 2012-12-07 00:45:53 +0000.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

00:45:55.239 [display.mode.list.native]: Windows native resolution detected: 1440 x 900
00:45:55.958 [joystick.init]: Number of joysticks detected: 0
00:45:57.244 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
00:45:57.248 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 8600M GS/PCIe/SSE2".
00:45:57.248 [rendering.opengl.extensions]: OpenGL extensions (242):
GL_ARB_draw_instanced, GL_NV_texture_lod_clamp, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_OES_depth24, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_OES_packed_depth_stencil, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_OES_depth32, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_OES_read_format, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_OES_point_size_array, GL_EXT_texture_format_BGRA8888, GL_OES_compressed_paletted_texture, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_OES_texture_float, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_OES_get_program_binary, GL_NV_texture_expand_normal, GL_EXT_texture_type_2_10_10_10_REV, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_NV_fragdepth, GL_EXT_texture_buffer_object, GL_OES_standard_derivatives, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_OES_point_sprite, GL_NV_blend_minmax, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_OES_texture_3D, GL_NV_fragment_program, GL_EXT_secondary_color, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_OES_texture_half_float_linear, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_OES_texture_half_float, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_NV_alpha_test, GL_OES_vertex_array_object, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_OES_depth_texture, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_NV_fbo_color_attachments, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_OES_mapbuffer, GL_OES_rgb8_rgba8, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_EXT_pixel_buffer_object, GL_OES_texture_npot, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_OES_vertex_half_float, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_OES_texture_float_linear, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_OES_fbo_render_mipmap, GL_EXT_point_parameters, GL_OES_element_index_uint, GL_NV_texture_barrier, GL_NV_complex_primitives
00:45:57.694 [rendering.opengl.shader.support]: Shaders are supported.
00:45:57.811 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
00:45:57.815 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    Resources
    ../AddOns
    ../AddOns/Basic-debug.oxp
    ../AddOns/cim.oxp
    ../AddOns/cim.oxp/TalkativeCompass_1.0.3.oxp
    ../AddOns/CommonSenseOTB.oxp
    ../AddOns/CommonSenseOTB.oxp/CustomShieldsv082.oxp
    ../AddOns/DHI.oxp
    ../AddOns/DHI.oxp/Deep_Horizon_Nav_Buoy.oxp
    ../AddOns/FighterHud.oxp
    ../AddOns/Griff.oxp
    ../AddOns/Griff.oxp/fixed_shader_krait(EW).oxp
    ../AddOns/Griff.oxp/griff_barrel_alt_normalmapped.oxp
    ../AddOns/Griff.oxp/griff_boa_prototype_normalmapped.oxp
    ../AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp
    ../AddOns/Griff.oxp/griff_elite2_bug.oxp
    ../AddOns/Griff.oxp/Griff_Shipset_Replace_v1.34.oxp
    ../AddOns/Griff.oxp/Griff_Shipset_Resources_v1.2.25.oxp
    ../AddOns/Griff.oxp/griff_station_bundle_halfsize_tex.oxp
    ../AddOns/Griff.oxp/multidecal_cobraIII_player.oxp
    ../AddOns/Murphy.oxp
    ../AddOns/Murphy.oxp/Escape_Capsule_Locator_1.4.1_2012-06-05.oxp
    ../AddOns/Murphy.oxp/Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
    ../AddOns/Rese249er.oxp
    ../AddOns/spara.oxp
    ../AddOns/spara.oxp/TrophyCollector_1.5_2012-10-23.oxp
    ../AddOns/Svengali.oxp
    ../AddOns/Svengali.oxp/BGS-A1.5.oxp
    ../AddOns/Svengali.oxp/BGS-Soundset_Pagroove1.3.4.oxp
    ../AddOns/Svengali.oxp/Cabal_Common_Library1.6.oxp
    ../AddOns/Svengali.oxp/OXPConfig2.0.14.oxp
    ../AddOns/Svengali.oxp/Snoopers2.3.3.oxp
    ../AddOns/Tricky.oxp
    ../AddOns/Tricky.oxp/jaguar_company_2.3.oxp
    ../AddOns/Tricky.oxp/tricky_muzak.oxp
    ../AddOns/Tricky.oxp/tricky_myship.oxp
00:45:59.248 [shipData.load.begin]: Loading ship data.
00:46:05.932 [script.load.world.listAll]: Loaded 26 world scripts:
    BGS-M 1.5
    Cabal_Common_Briefing 1.6
    Cabal_Common_Comms 1.6
    Cabal_Common_Functions 1.6
    Cabal_Common_Keyboard 1.6
    Cabal_Common_MissionHandling 1.6
    Cabal_Common_Music 1.6
    Cabal_Common_OXPStrength 1.6
    Cabal_Common_SpecialMarkets 1.6
    customshields 0.82
    ecl_SAR_worldscript.js 1.4.1
    escapePodLocator.js 1.4.1
    Jaguar Company 2.3
    Jaguar Company Attackers 1.2
    oolite-cloaking-device 1.76.1
    oolite-constrictor-hunt 1.76.1
    oolite-nova 1.76.1
    oolite-thargoid-plans 1.76.1
    oolite-trumbles 1.76.1
    OXPConfig 2.0.14
    Police_Scanner_Upgrade 1.3.1
    snoopers 2.3.2
    Talkative Space Compass 1.0.3
    Test 1.0
    Tricky's Muzak 1.0
    trophy_col 1.5
00:46:19.453 [loading.complete]: ========== Loading complete. ==========
00:46:20.066 [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
00:46:27.757 [debugTCP.connected]: Connected to debug console "DebugConsole".
00:46:49.356 [screenshot]: Saved screen shot "oolite-001.png" (1440 x 900 pixels).
00:46:56.653 [exit.context]: Exiting: Exit Game selected on options screen.
00:46:56.662 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-12-07 00:46:56 +0000.
1.77.0.5563 log...

Code: Select all

Opening log for Oolite development version 1.77.0.5563 (x86-32 test release) under Windows at 2012-12-07 00:59:15 +0000.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

00:59:16.131 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
00:59:16.758 [display.mode.list.native]: Windows native resolution detected: 1440 x 900
00:59:17.595 [joystick.init]: Number of joysticks detected: 0
00:59:17.597 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 8600M GS/PCIe/SSE2".
00:59:17.597 [rendering.opengl.extensions]: OpenGL extensions (242):
GL_ARB_draw_instanced, GL_NV_texture_lod_clamp, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_OES_depth24, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_OES_packed_depth_stencil, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_OES_depth32, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_OES_read_format, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_OES_point_size_array, GL_EXT_texture_format_BGRA8888, GL_OES_compressed_paletted_texture, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_OES_texture_float, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_OES_get_program_binary, GL_NV_texture_expand_normal, GL_EXT_texture_type_2_10_10_10_REV, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_NV_fragdepth, GL_EXT_texture_buffer_object, GL_OES_standard_derivatives, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_OES_point_sprite, GL_NV_blend_minmax, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_OES_texture_3D, GL_NV_fragment_program, GL_EXT_secondary_color, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_OES_texture_half_float_linear, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_OES_texture_half_float, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_NV_alpha_test, GL_OES_vertex_array_object, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_OES_depth_texture, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_NV_fbo_color_attachments, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_OES_mapbuffer, GL_OES_rgb8_rgba8, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_EXT_pixel_buffer_object, GL_OES_texture_npot, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_OES_vertex_half_float, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_OES_texture_float_linear, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_OES_fbo_render_mipmap, GL_EXT_point_parameters, GL_OES_element_index_uint, GL_NV_texture_barrier, GL_NV_complex_primitives
00:59:17.656 [rendering.opengl.shader.support]: Shaders are supported.
00:59:17.786 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
00:59:17.790 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    Resources
    ../AddOns
    ../AddOns/Basic-debug.oxp
    ../AddOns/cim.oxp
    ../AddOns/cim.oxp/TalkativeCompass_1.0.3.oxp
    ../AddOns/CommonSenseOTB.oxp
    ../AddOns/CommonSenseOTB.oxp/CustomShieldsv082.oxp
    ../AddOns/DHI.oxp
    ../AddOns/DHI.oxp/Deep_Horizon_Nav_Buoy.oxp
    ../AddOns/FighterHud.oxp
    ../AddOns/Griff.oxp
    ../AddOns/Griff.oxp/fixed_shader_krait(EW).oxp
    ../AddOns/Griff.oxp/griff_barrel_alt_normalmapped.oxp
    ../AddOns/Griff.oxp/griff_boa_prototype_normalmapped.oxp
    ../AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp
    ../AddOns/Griff.oxp/griff_elite2_bug.oxp
    ../AddOns/Griff.oxp/Griff_Shipset_Replace_v1.34.oxp
    ../AddOns/Griff.oxp/Griff_Shipset_Resources_v1.2.25.oxp
    ../AddOns/Griff.oxp/griff_station_bundle_halfsize_tex.oxp
    ../AddOns/Griff.oxp/multidecal_cobraIII_player.oxp
    ../AddOns/Murphy.oxp
    ../AddOns/Murphy.oxp/Escape_Capsule_Locator_1.4.1_2012-06-05.oxp
    ../AddOns/Murphy.oxp/Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
    ../AddOns/Rese249er.oxp
    ../AddOns/Shipbuilder.oxp
    ../AddOns/Shipbuilder.oxp/GalTech_Escort_Fighter_V0.98.oxp
    ../AddOns/spara.oxp
    ../AddOns/spara.oxp/TrophyCollector_1.5_2012-10-23.oxp
    ../AddOns/Svengali.oxp
    ../AddOns/Svengali.oxp/BGS-A1.6_r66.oxp
    ../AddOns/Svengali.oxp/BGS-Soundset_Pagroove1.3.4.oxp
    ../AddOns/Svengali.oxp/Cabal_Common_Library1.7_r110.oxp
    ../AddOns/Svengali.oxp/OXPConfig2.2.3_r44.oxp
    ../AddOns/Svengali.oxp/Snoopers2.4_r62.oxp
    ../AddOns/Tricky.oxp
    ../AddOns/Tricky.oxp/jaguar_company_2.3.oxp
    ../AddOns/Tricky.oxp/tricky_muzak.oxp
    ../AddOns/Tricky.oxp/tricky_myship.oxp
00:59:18.169 [shipData.load.begin]: Loading ship data.
00:59:23.390 [script.load.world.listAll]: Loaded 31 world scripts:
    BGS-M 1.6
    Cabal_Common_Briefing 1.7
    Cabal_Common_Comms 1.7
    Cabal_Common_Functions 1.7
    Cabal_Common_Keyboard 1.7
    Cabal_Common_MissionHandling 1.7
    Cabal_Common_Music 1.7
    Cabal_Common_Overlay 1.7
    Cabal_Common_OXPStrength 1.7
    Cabal_Common_SpecialMarkets 1.7
    customshields 0.82
    ecl_SAR_worldscript.js 1.4.1
    escapePodLocator.js 1.4.1
    Jaguar Company 2.3
    Jaguar Company Attackers 1.2
    oolite-cloaking-device 1.77
    oolite-constrictor-hunt 1.77
    oolite-contracts-cargo 1.77
    oolite-contracts-helpers 1.77
    oolite-contracts-parcels 1.77
    oolite-contracts-passengers 1.77
    oolite-nova 1.77
    oolite-thargoid-plans 1.77
    oolite-trumbles 1.77
    OXPConfig 2.2.3
    Police_Scanner_Upgrade 1.3.1
    snoopers 2.4
    Talkative Space Compass 1.0.3
    Test 1.0
    Tricky's Muzak 1.0
    trophy_col 1.5
00:59:41.534 [startup.complete]: ========== Loading complete in 25.35 seconds. ==========
00:59:47.790 [debugTCP.connected]: Connected to debug console "DebugConsole" at ebspso.dnsalias.org.
01:00:18.159 [exit.context]: Exiting: Exit Game selected on options screen.
01:00:18.330 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-12-07 01:00:18 +0000.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Building Oolite Windows from source - The Easier Way

Post by another_commander »

Here are a few ideas, hopefully one of them may hit the nail on the head:
1 . Does the same happen if you download and run a pre-built nightly binary?
2. What programs are running in the background? It could be side effects of an antivirus or something memory resident of such type.
3. The 1.77 build seems to want to connect to DebugConsole on ebspso.dnsalias.org, while the 1.76.1 one has the standard connection message. Why is that?
4. If all else fails, can you pinpoint the exact SVN revision where the problem started occuring? Use the standard algorithm of reverting to r5255 (halfway between 1.76.1 and now); if it occurs, go back half way towards 1.76.1, if not jump halfway towards r5563 etc., until you are able to locate the version that changed it all. Version 1.76.1 has SVN revision number 4946.
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

another_commander wrote:
Here are a few ideas, hopefully one of them may hit the nail on the head:
1 . Does the same happen if you download and run a pre-built nightly binary?
Yes.
another_commander wrote:
2. What programs are running in the background? It could be side effects of an antivirus or something memory resident of such type.
Same environment for all. Without booting into a totally clean Windows install I can't really test that.
another_commander wrote:
3. The 1.77 build seems to want to connect to DebugConsole on ebspso.dnsalias.org, while the 1.76.1 one has the standard connection message. Why is that?
Tested without that and it still is the same. That hostname just points to the local machine IP. Same really as localhost.
another_commander wrote:
4. If all else fails, can you pinpoint the exact SVN revision where the problem started occuring? Use the standard algorithm of reverting to r5255 (halfway between 1.76.1 and now); if it occurs, go back half way towards 1.76.1, if not jump halfway towards r5563 etc., until you are able to locate the version that changed it all. Version 1.76.1 has SVN revision number 4946.
Doing that now. Will get back.

Strangely, 1.76.1 with the old GCC runs even faster.
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

Tricky wrote:
another_commander wrote:
4. If all else fails, can you pinpoint the exact SVN revision where the problem started occuring? Use the standard algorithm of reverting to r5255 (halfway between 1.76.1 and now); if it occurs, go back half way towards 1.76.1, if not jump halfway towards r5563 etc., until you are able to locate the version that changed it all. Version 1.76.1 has SVN revision number 4946.
Doing that now. Will get back.

Strangely, 1.76.1 with the old GCC runs even faster.
r5452 is the last revision that runs at full speed.

Looks like the OpenGL reform in r5453 is the problem. (Needed to update to r5455 to get it to link.)
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Building Oolite Windows from source - The Easier Way

Post by cim »

That does add a fair bit of expensive checking to make sure the state is consistent and allow detection of errors while developing. If you build in deployment mode - make DEPLOYMENT_RELEASE_CONFIGURATION=yes debug=no - does it return to a decent speed?
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

cim wrote:
That does add a fair bit of expensive checking to make sure the state is consistent and allow detection of errors while developing. If you build in deployment mode - make DEPLOYMENT_RELEASE_CONFIGURATION=yes debug=no - does it return to a decent speed?
Yes.

But that does mean that I now can't use the Debug Console.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Building Oolite Windows from source - The Easier Way

Post by cim »

make BUILD_WITH_DEBUG_FUNCTIONALITY=no debug=no should disable all the OpenGL state checking (and some other safety checks which in theory shouldn't be needed) while letting you keep the debug console.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: Building Oolite Windows from source - The Easier Way

Post by another_commander »

However, this probably means that there is a local graphics drivers problem that causes the slowdown with heavy OpenGL checking. As far as I know there have been no other reports of this happening. Anyone else with GeForce 8600M GS/PCIe/SSE2 and drivers version 306.97 seeing this? Or, alternatively, for anyone using an Nvidia 8600M and does not see performance drops with the latest nightly builds, which drivers are you using?
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Building Oolite Windows from source - The Easier Way

Post by Cody »

Probably unrelated (I have a GTX 550Ti on Win XP), but I had some odd problems with recent nVidia drivers a few months ago, running the deployment trial build. I had to roll-back to the driver CD originally supplied with the gfx card. I'll re-install the latest drivers again this evening, and check performance on trunk.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

I'm beginning to believe it is the latest driver update. I don't want to use the official HP modified* driver for this laptop as the driver is over 5 years old.

* The modifications are just to improve compatibility with HD-DVD and Blu-Ray media.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Building Oolite Windows from source - The Easier Way

Post by Cody »

Tricky wrote:
I'm beginning to believe it is the latest driver update.
Have you tried rolling-back to an earlier driver? Unrelated, as I thought, but I've tried several recent driver versions this evening (including a 310.x-beta), and the FPS is fine in the nightly trunk. The later driver versions still do odd things to my gfx card, though, so I've rolled-back again. I'll have to email EVGA, I think.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

cim wrote:
make BUILD_WITH_DEBUG_FUNCTIONALITY=no debug=no should disable all the OpenGL state checking (and some other safety checks which in theory shouldn't be needed) while letting you keep the debug console.
Trying that gave me this...

Code: Select all

$ make BUILD_WITH_DEBUG_FUNCTIONALITY=no debug=no
This is gnustep-make 2.4.0. Type 'make print-gnustep-make-help' for help.
Making all for objc_program oolite...
 Compiling file src/Core/legacy_random.c ...
 Compiling file src/BSDCompat/strlcpy.c ...
 Compiling file src/Core/Debug/OOTCPStreamDecoder.c ...
 Compiling file src/Core/OOPlanetData.c ...
 Compiling file src/Core/Debug/OODebugMonitor.m ...
src/Core/Debug/OODebugMonitor.m:53:1: warning: definition of protocol 'OOJavaScriptEngineMonitor' not found [enabled by default]
src/Core/Debug/OODebugMonitor.m: In function '-[OODebugMonitor dumpEntity:withState:parentVisible:]':
src/Core/Debug/OODebugMonitor.m:430:2: warning: no '-oo_objectSize' method found [enabled by default]
src/Core/Debug/OODebugMonitor.m:430:2: warning: (Messages without a matching method signature [enabled by default]
src/Core/Debug/OODebugMonitor.m:430:2: warning: will be assumed to return 'id' and accept [enabled by default]
src/Core/Debug/OODebugMonitor.m:430:2: warning: '...' as arguments.) [enabled by default]
src/Core/Debug/OODebugMonitor.m:430:22: warning: initialization makes integer from pointer without a cast [enabled by default]
src/Core/Debug/OODebugMonitor.m:435:3: warning: 'OODrawable' may not respond to '-totalSize' [enabled by default]
src/Core/Debug/OODebugMonitor.m:435:16: warning: assignment makes integer from pointer without a cast [enabled by default]
src/Core/Debug/OODebugMonitor.m:440:2: warning: no '-allTextures' method found [enabled by default]
src/Core/Debug/OODebugMonitor.m:488:3: warning: no '-atmosphere' method found [enabled by default]
src/Core/Debug/OODebugMonitor.m: In function '-[OODebugMonitor dumpMemoryStatistics]':
src/Core/Debug/OODebugMonitor.m:515:2: warning: 'OOTexture' may not respond to '+allTextures' [enabled by default]
src/Core/Debug/OODebugMonitor.m:531:2: warning: 'Universe' may not respond to '-entityList' [enabled by default]
src/Core/Debug/OODebugMonitor.m:552:3: error: 'gLiveEntityCount' undeclared (first use in this function)
src/Core/Debug/OODebugMonitor.m:552:3: note: each undeclared identifier is reported only once for each function it appears in
src/Core/Debug/OODebugMonitor.m:561:2: warning: 'OOTexture' may not respond to '+cachedTexturesByAge' [enabled by default]
src/Core/Debug/OODebugMonitor.m:580:3: warning: 'OOTexture' may not respond to '-oo_objectSize' [enabled by default]
src/Core/Debug/OODebugMonitor.m:580:20: warning: initialization makes integer from pointer without a cast [enabled by default]
src/Core/Debug/OODebugMonitor.m:581:3: warning: 'OOTexture' may not respond to '-dataSize' [enabled by default]
src/Core/Debug/OODebugMonitor.m:581:21: warning: initialization makes integer from pointer without a cast [enabled by default]
src/Core/Debug/OODebugMonitor.m:603:4: warning: 'OOTexture' may not respond to '-name' [enabled by default]
make[3]: *** [obj.win.spk/oolite.obj/OODebugMonitor.m.o] Error 1
make[2]: *** [internal-objc_program-all_] Error 2
make[1]: *** [oolite.all.objc-program.variables] Error 2
make: *** [internal-all] Error 2
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Building Oolite Windows from source - The Easier Way

Post by Tricky »

Update to all the problems I have been having. It's solved. Without changing anything but a few configurations to the nVidia control panel. :?

Threaded optimisation was the culprit. It was set to On. Setting it to Auto or Off got the FPS back up to normal.

EDIT: Also setting Texture filtering - Quality to Quality or High Quality.

Many thanks to all who tried helping out. It is appreciated.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Building Oolite Windows from source - The Easier Way

Post by Cody »

Tricky wrote:
Threaded optimisation was the culprit.
Ah... good. I've had that disabled since I switched to nVidia. Oolite doesn't seem to like it much (on some machines, anyway), it seems.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: Building Oolite Windows from source - The Easier Way

Post by Svengali »

El Viejo wrote:
Tricky wrote:
Threaded optimisation was the culprit.
Ah... good. I've had that disabled since I switched to nVidia. Oolite doesn't seem to like it much (on some machines, anyway), it seems.
Yep. It has even caused CTDs on some machines (Core2Duo) whenever specific models are spawned.
Post Reply