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Old 09-20-2006, 10:44 AM   #1
pgrinberg
LQ Newbie
 
Registered: Sep 2006
Posts: 1

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Quake and Chess are SLOW under Linux Fedora Core 5


Hi guys,
I expirience the following problem. When I start game graphics are very slow, and I suspect I have some problem with OGRE. here is an outputs:

Please help me find out how to solve this problem!
Thanks,



01:00.0 VGA compatible controller: ATI Technologies Inc Radeon R250 Lf [FireGL 9000] (rev 02)

Linux tiger 2.6.17-1.2174_FC5 #1 Tue Aug 8 15:30:55 EDT 2006 i686 i686 i386 GNU/Linux


output from chess:
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
Loading library /usr/lib/OGRE/libOgrePlatform.so
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
DevIL version: Developer's Image Library (DevIL) 1.6.8pre Sep 7 2006
DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library /usr/lib/OGRE/RenderSystem_GL.so
OpenGL Rendering Subsystem created.
Loading library /usr/lib/OGRE/Plugin_ParticleFX.so
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
*-*-* OGRE Initialising
*-*-* Version 1.2.1 (Dagon)
Added resource location 'media' of type 'FileSystem' to resource group 'General'Added resource location 'media/fonts' of type 'FileSystem' to resource group 'General'
Added resource location 'media/gui' of type 'FileSystem' to resource group 'General'
Added resource location 'media/materials/scripts' of type 'FileSystem' to resource group 'General'
Added resource location 'media/materials/textures' of type 'FileSystem' to resource group 'General'
Added resource location 'media/models' of type 'FileSystem' to resource group 'General'
Added resource location 'media/overlays' of type 'FileSystem' to resource group 'General'
******************************
*** Starting SDL Subsystem ***
******************************
GLRenderSystem::createRenderWindow "OGRE Render Window", 1400x1050 fullscreen miscParams: FSAA=0 title=OGRE Render Window
GL_VERSION = 1.3 Mesa 6.4.2
GL_VENDOR = Tungsten Graphics, Inc.
GL_RENDERER = Mesa DRI R200 20041207 AGP 1x x86/MMX/SSE2 TCL
GL_EXTENSIONS = GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_convolution GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_histogram GL_EXT_packed_pixels GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_APPLE_packed_pixels GL_ATI_blend_equation_separate GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texture_rectangle GL_NV_texgen_reflection GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GL: Using framebuffer copy for rendering to textures (worst)
GL: Warning: RenderTexture size is restricted to size of framebuffer. If you are on Linux, consider using GLX instead of SDL.
RenderSystem capabilities
-------------------------
* Hardware generation of mipmaps: yes
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
- Stencil depth: 8
- Two sided stencil support: no
- Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* Vertex programs: no
* Fragment programs: no
* Texture Compression: yes
- DXT: no
- VTC: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: no
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: no
* Floating point textures: no
* Non-power-of-two textures: no
* Volume textures: yes
* Multiple Render Targets: 1
* Point Sprites: no
* Extended point parameters: no
* Max Point Size: 20
Registering ResourceManager for type Texture
ResourceBackgroundQueue - threading disabled
Particle Renderer Type 'billboard' registered
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group General
Parsing script Chess.material
Parsing script menu.material
Parsing script berlin_sans32.fontdef
Parsing script berlin_sans64.fontdef
Parsing script Hand.particle
Parsing script menu.overlay
Texture: berlin_sans32.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: menu_background.png: Loading 1 faces(PF_A8B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
Texture: menu_panel.png: Loading 1 faces(PF_A8B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
Texture: menu_logo.png: Loading 1 faces(PF_A8B8G8R8,512x256x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x256x1.
Texture: berlin_sans64.png: Loading 1 faces(PF_A8B8G8R8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Parsing script core.overlay
Skipping loading overlay include: 'overlay_templates.inc as it is already loaded.
Parsing script game.overlay
Skipping loading overlay include: 'overlay_templates.inc as it is already loaded.
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Texture: WindowsLook.tga: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
Texture: _cegui_ogre_0: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Texture: _cegui_ogre_1: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
Viewport for camera 'PlayerCamera', actual dimensions L: 0 T: 0 W: 1400 H: 1050
Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 2
Viewport for camera 'PlayerCamera', actual dimensions L: 0 T: 0 W: 1400 H: 1050
Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 3
Viewport for camera 'PlayerCamera', actual dimensions L: 0 T: 0 W: 1400 H: 1050
Mesh: Loading Board.mesh.
Texture: Board.png: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: oak.png: Loading 1 faces(PF_B8G8R8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
WARNING: Texture instance 'RttTex' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
Creating viewport on target 'RttTex/0/0/0', rendering from camera 'ReflectCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
Viewport for camera 'ReflectCam', actual dimensions L: 0 T: 0 W: 1024 H: 1024
WARNING: Texture instance 'RttTexa' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
Creating viewport on target 'RttTexa/0/0/0', rendering from camera 'ReflectCam2', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
Viewport for camera 'ReflectCam2', actual dimensions L: 0 T: 0 W: 1024 H: 1024
Texture: Ground.png: Loading 1 faces(PF_A8B8G8R8,1024x1024x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Mesh: Loading Selector.mesh.
Texture: GreenArrow.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Mesh: Loading Rook.mesh.
Mesh: Loading Knight.mesh.
Mesh: Loading Bishop.mesh.
Mesh: Loading Queen.mesh.
Mesh: Loading King.mesh.
Mesh: Loading Pawn.mesh.
Mesh: Loading Hand.mesh.
Skeleton: Loading Hand.skeleton
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
WARNING: the mesh 'Hand.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
WARNING: the mesh 'Hand.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Texture: flare.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Texture: sky_fr.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: sky_bk.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: sky_rt.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: sky_lt.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: sky_up.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: sky_dn.tga: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand0 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Hand to SubEntity of Hand1 because this Material does not exist. Have you forgotten to define it in a .material script?
Render Target 'RttTex/0/0/0' Average FPS: 1.1972 Best FPS: 1.21654 Worst FPS: 0.561798
Render Target 'RttTexa/0/0/0' Average FPS: 1.19624 Best FPS: 1.21065 Worst FPS: 0.528262
*-*-* OGRE Shutdown
Unregistering ResourceManager for type Compositor
Unregistering ResourceManager for type Font
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Mesh
Unregistering ResourceManager for type HighLevelGpuProgram
Unloading library /usr/lib/OGRE/Plugin_ParticleFX.so
Render Target 'OGRE Render Window' Average FPS: 1.19713 Best FPS: 1.21065 Worst FPS: 0.439947
Unregistering ResourceManager for type GpuProgram
******************************
*** Stopping SDL Subsystem ***
******************************
Unregistering ResourceManager for type Texture
Unloading library /usr/lib/OGRE/RenderSystem_GL.so
Unregistering ResourceManager for type Material
Unloading library /usr/lib/OGRE/libOgrePlatform.so
 
  


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