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log start -> 'C:\Users\mario\Desktop\sculptris\sculptris\log.

txt' CreateGLWindow() CreateGLWindow: start CreateGLWindow: register class CreateGLWindow: adjustwindowrect CreateGLWindow: create window CreateGLWindow: getdc CreateGLWindow: createcontext CreateGLWindow: makecurrent CreateGLWindow: showwindow CreateGLWindow: setfg CreateGLWindow: setfocus CreateGLWindow: resizeGL CreateGLWindow: maximize CreateGLWindow: init gl CreateGLWindow: done load cursors tablet init Couldn't load Wintab32.dll glkInit() InitMaterials reading config Initializing GLSL... Success Loading shaders... Success Linking shaders... Success Shaders are go! using 4 threads loading background image LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\data\background.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\data\bokeh.png") LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\data\background.png") building material thumbnails 10 scan results check cache no cache, build thumbnails building thumbnail for image 1: '00default.png' -> 'C:\Users\mario\Desktop\sculp tris\sculptris\materials\00default.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\flat texture.png ") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\jims_green_flash lights.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material13.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material4.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material5.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\normals.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\reflective.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\silver.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\strong rim.png") ResetAllocation() begin ResetGeometrySet() begin edges=0x3AD02A0 ResetGeometrySet() end ResetGeometrySet() begin edges=0x4FAFC00 ResetGeometrySet() end

ResetAllocation() end InitTextures --- SetSymmetry activate fill geometry sets set modified update normals update workset enforce symmetry line update sculpt mapping - symmetry switch done loading material 0 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\00def ault.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") ok, loaded resolution changed, free material mask 0 done init material mask 0 at 32x32 update gl texture init done LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) LoadImage("") no file, create transparent black image created LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) LoadImage("") no file, create transparent black image created init done enter message loop ------------ USAGE START store undo writemesh counts info verts tris new stuff writemesh success! Main_LoadMesh deactivatemask save settings ResetAllocation() begin ResetGeometrySet() begin edges=0x529D030 ResetGeometrySet() end ResetGeometrySet() begin edges=0x4FAFC00 ResetGeometrySet() end ResetAllocation() end loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\00def ault.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") ok, loaded readmesh

clock 1 @ 0 ms clock 2 @ 15 ms clock 3 @ 15 ms clear clock 4z @ 15 ms allocating neccesary space @ 15 ms vertices triangles edges clock 4a @ 15 ms read vertices (silent) clock 4b @ 15 ms read triangles (silent) clock 5 @ 15 ms new stuff clock 7 @ 15 ms clock 8 @ 328 ms clock 7 @ 328 ms readmesh success! main_logic u1 @ 63 ms main_logic u4 @ 63 ms main_logic u5 @ 63 ms main_logic u6 @ 63 ms store undo writemesh counts info verts tris new stuff writemesh success! main_logic u7 @ 63 ms main_logic u8 @ 63 ms main_logic u9 @ 63 ms main_logic u10 @ 63 ms main_logic u11 @ 63 ms main_logic u12 @ 63 ms main_logic u13 @ 63 ms main_logic u14 @ 63 ms main_logic u15 @ 63 ms main_logic u16 [end of main_logic] @ 63 ms renderframe 1 @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 31 ms render3D 7 @ 31 ms render3D 8 @ 31 ms render3D 9 #end of render3D# @ 31 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms

renderframe 3 @ 31 ms renderframe 4 @ 31 ms renderframe 5 @ 31 ms renderframe 6 @ 47 ms renderframe 7 @ 47 ms renderframe 8 @ 47 ms renderframe 9 #end of renderframe# @ 47 ms main_logic 1 @ 0 ms main_logic 2 @ 0 ms main_logic 3 @ 0 ms main_logic 4 @ 0 ms main_logic 5 @ 0 ms main_logic 6 @ 0 ms main_logic 7 @ 0 ms main_logic 8 @ 0 ms main_logic 9 @ 0 ms main_logic 10 @ 0 ms main_logic 11 @ 0 ms main_logic #end of report# @ 0 ms store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo

writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! AllocateEdges() begin AllocateEdges 20000->30000 copy update triangles update vertices delete old AllocateEdges() end store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris

new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! save restore file... writemesh counts info verts tris new stuff writemesh success! save restore file done store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo

writemesh counts info verts tris new stuff writemesh success! AllocateEdges() begin AllocateEdges 30000->45000 copy update triangles update vertices delete old AllocateEdges() end AllocateTriangles() begin AllocateTriangles 20000->30000 copy update edges update vertices delete old AllocateTriangles() end store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! ReduceMesh edge_min=0.5155, avglen=61.9401, wavglen=2.2959 1462 passed, 1429 split, emin2=0.5155 store undo writemesh counts info verts tris new stuff writemesh success! RestoreUndo mfile_reset readmesh readmesh clock 1 @ 0 ms clock 2 @ 0 ms clock 3 @ 0 ms clear clock 4z @ 16 ms allocating neccesary space @ 16 ms vertices triangles

edges clock 4a @ 16 ms read vertices (silent) clock 4b @ 16 ms read triangles (silent) clock 5 @ 32 ms new stuff clock 7 @ 32 ms UpdateHideActive - vis has 13713 of 13713 triangles RestoreUndo done reduce done store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! save restore file... writemesh counts info verts tris new stuff writemesh success! save restore file done

Main_LoadMesh deactivatemask save settings ResetAllocation() begin ResetGeometrySet() begin edges=0x531DAA8 ResetGeometrySet() end ResetGeometrySet() begin edges=0x529C890 ResetGeometrySet() end ResetAllocation() end loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\00def ault.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") ok, loaded readmesh clock 1 @ 0 ms clock 2 @ 0 ms clock 3 @ 0 ms clear clock 4z @ 0 ms allocating neccesary space @ 0 ms vertices triangles edges clock 4a @ 0 ms read vertices (silent) clock 4b @ 0 ms read triangles (silent) clock 5 @ 0 ms new stuff clock 7 @ 0 ms clock 8 @ 129675 ms clock 7 @ 129685 ms readmesh success! renderframe 6 @ 1094 ms renderframe 7 @ 1094 ms renderframe 8 @ 1094 ms renderframe 9 #end of renderframe# @ 1094 ms main_logic 1 @ 0 ms main_logic 2 @ 10 ms renderframe 1 @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 10 ms render3D 7 @ 10 ms render3D 8 @ 10 ms render3D 9 #end of render3D# @ 10 ms

renderframe 3 @ 20 ms renderframe 4 @ 20 ms renderframe 5 @ 20 ms renderframe 6 @ 20 ms renderframe 7 @ 20 ms renderframe 8 @ 20 ms renderframe 9 #end of renderframe# @ 20 ms main_logic 1 @ 0 ms main_logic 2 @ 0 ms renderframe 1 @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 10 ms render3D 8 @ 10 ms render3D 9 #end of render3D# @ 10 ms renderframe 3 @ 10 ms renderframe 4 @ 10 ms renderframe 5 @ 10 ms renderframe 6 @ 10 ms renderframe 7 @ 20 ms renderframe 8 @ 20 ms renderframe 9 #end of renderframe# @ 20 ms main_logic 1 @ 0 ms main_logic 2 @ 0 ms renderframe 1 @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms renderframe 3 @ 0 ms renderframe 4 @ 0 ms renderframe 5 @ 0 ms renderframe 6 @ 0 ms

renderframe 7 @ 20 ms renderframe 8 @ 20 ms renderframe 9 #end of renderframe# @ 20 ms main_logic 1 @ 0 ms main_logic 2 @ 0 ms renderframe 1 @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 10 ms render3D 8 @ 10 ms render3D 9 #end of render3D# @ 10 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms renderframe 3 @ 10 ms renderframe 4 @ 10 ms renderframe 5 @ 10 ms renderframe 6 @ 10 ms renderframe 7 @ 30 ms renderframe 8 @ 30 ms renderframe 9 #end of renderframe# @ 30 ms main_logic 1 @ 0 ms main_logic 2 @ 0 ms renderframe 1 @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms render3D 1 @ 0 ms render3D 2 @ 0 ms render3D 3 @ 0 ms render3D 4 @ 0 ms render3D 5 @ 0 ms render3D 6 @ 0 ms render3D 7 @ 0 ms render3D 8 @ 0 ms render3D 9 #end of render3D# @ 0 ms renderframe 3 @ 0 ms renderframe 4 @ 10 ms renderframe 5 @ 10 ms renderframe 6 @ 10 ms renderframe 7 @ 30 ms renderframe 8 @ 30 ms renderframe 9 #end of renderframe# @ 30 ms main_logic 1 @ 0 ms

main_logic 2 @ 0 ms main_logic 3 @ 0 ms main_logic 4 @ 0 ms main_logic 5 @ 0 ms main_logic 10 @ 0 ms main_logic 11 @ 0 ms main_logic #end of report# @ 0 ms store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts

tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo

writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts

tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! AllocateEdges() begin AllocateEdges 20000->30000 copy update triangles update vertices delete old AllocateEdges() end store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! AllocateEdges() begin AllocateEdges 30000->45000 copy update triangles update vertices delete old AllocateEdges() end AllocateTriangles() begin AllocateTriangles 20000->30000 copy update edges update vertices delete old AllocateTriangles() end store undo writemesh counts info

verts tris new stuff writemesh success! save restore file... writemesh counts info verts tris new stuff writemesh success! save restore file done store undo writemesh counts info verts tris new stuff writemesh success! AllocateEdges() begin AllocateEdges 45000->67500 copy update triangles update vertices delete old AllocateEdges() end AllocateTriangles() begin AllocateTriangles 30000->45000 copy update edges update vertices delete old AllocateTriangles() end store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! ReduceMesh edge_min=0.4095, avglen=23.9197, wavglen=1.2151 3160 passed, 3113 split, emin2=0.4512 store undo writemesh counts info verts tris

new stuff writemesh success! RestoreUndo mfile_reset readmesh readmesh clock 1 @ 0 ms clock 2 @ 0 ms clock 3 @ 0 ms clear clock 4z @ 0 ms allocating neccesary space @ 0 ms vertices triangles edges clock 4a @ 0 ms read vertices (silent) clock 4b @ 0 ms read triangles (silent) clock 5 @ 31 ms new stuff clock 7 @ 31 ms UpdateHideActive - vis has 20479 of 20479 triangles RestoreUndo done reduce done store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! SubdivideMesh starting with 10319 verts, 30797 edges, 81916 faces copy vertices split edges add faces allocate AllocateVertices() begin AllocateVertices 20000->30000 allocate sets workset visibleset allocate sets done AllocateVertices() end AllocateVertices() begin AllocateVertices 30000->45000 allocate sets workset visibleset allocate sets done

AllocateVertices() end AllocateTriangles() begin AllocateTriangles 45000->67500 copy update edges update vertices delete old AllocateTriangles() end AllocateTriangles() begin AllocateTriangles 67500->101250 copy update edges update vertices delete old AllocateTriangles() end AllocateEdges() begin AllocateEdges 67500->101250 copy update triangles update vertices delete old AllocateEdges() end AllocateEdges() begin AllocateEdges 101250->151875 copy update triangles update vertices delete old AllocateEdges() end create triangles delete update ending with 41116 verts, 123031 edges, 81916 faces done store undo writemesh counts info verts tris new stuff writemesh success! AllocateVertices() begin AllocateVertices 45000->67500 allocate sets workset visibleset allocate sets done AllocateVertices() end AllocateEdges() begin AllocateEdges 151875->227812 copy update triangles update vertices delete old AllocateEdges() end AllocateTriangles() begin AllocateTriangles 101250->151875 copy update edges

update vertices delete old AllocateTriangles() end store undo writemesh counts info verts tris new stuff writemesh success! loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\silve r.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\silver.png") ok, loaded building material thumbnails 10 scan results no cache, build thumbnails building thumbnail for image 1: '00default.png' -> 'C:\Users\mario\Desktop\sculp tris\sculptris\materials\00default.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\flat texture.png ") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\jims_green_flash lights.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material13.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material4.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material5.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\normals.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\reflective.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\silver.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\strong rim.png") building material thumbnails 10 scan results no cache, build thumbnails building thumbnail for image 1: '00default.png' -> 'C:\Users\mario\Desktop\sculp tris\sculptris\materials\00default.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\flat texture.png ") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\jims_green_flash lights.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material13.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material4.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\material5.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\normals.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\reflective.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\silver.png") LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\strong rim.png") loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\refle ctive.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\reflective.png") ok, loaded loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\silve r.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\silver.png") ok, loaded store undo writemesh counts

info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! save restore file... writemesh counts info verts tris new stuff writemesh success! save restore file done building texture mapping clear build patches absorb small patches clean up patch edges disable empty patches

assign texture vertices align patches arrange patches calculate texmap size scale vertices bake texels looking for dead texels 0 dead texels covered build culling grid update colormap texture mapping done AllocateTexMapArrays() begin AllocateTexMapArrays() end varrays texturemapping did 44100 (tm_array_numverts=44100) indices did 83890 varrays texturemapping done vbo texturemapping numtris vbo data vbo texturemapping done Initializing GLSL... Success Loading shaders... Success Linking shaders... Success Shaders are go! loading material 0 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 1 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 2 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 3 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 4 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 5 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 6 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 7 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 8 - '_invalid_file' LoadImage("_invalid_file")

LoadImage: failed (format=_INVALID_FILE) not found loading material 9 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 10 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 11 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 12 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 13 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 14 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 15 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 0 - 'C:\Users\mario\Desktop\sculptris\sculptris\materials\00def ault.png' LoadImage("C:\Users\mario\Desktop\sculptris\sculptris\materials\00default.png") ok, loaded resolution changed, free material mask 0 done init material mask 0 at 1024x1024 update gl texture init done loading material 1 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 2 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 3 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 4 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 5 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 6 - '_invalid_file'

LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 7 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 8 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 9 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 10 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 11 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 12 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 13 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 14 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found loading material 15 - '_invalid_file' LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) not found LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) LoadImage("") no file, create transparent black image created LoadImage("_invalid_file") LoadImage: failed (format=_INVALID_FILE) LoadImage("") no file, create transparent black image created tm_render set vbo ptrs index=9 vertex=5 normal=6 set attrib ptr draw 83890 triangles disable done store undo writemesh

counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! LoadImage("C:\Users\mario\Desktop\daynight.png") LoadImage("C:\Users\mario\Desktop\daynight.png") store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! save restore file... writemesh counts info

verts tris new stuff texturing patches texcoords references color (write) WriteBufferRLE(count=1048576, buffer=ED60020, type=4) wrote 1048576 values (of 1048576) in 130932 segments bump (write) WriteBufferRLE(count=1048576, buffer=9B20020, type=4) wrote 1048576 values (of 1048576) in 8226 segments materials WriteBufferRLE(count=1048576, buffer=10710020, type=1) wrote 1048576 values (of 1048576) in 8226 segments texturing done writemesh success! save restore file done store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff

writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! store undo writemesh counts info verts tris new stuff writemesh success! leave message loop ------------ USAGE END glkFree() cleanup started stop workthreads delete restore file defpath='C:\Users\mario\Desktop\sculptris\sculptris\' -> RPath: 'C:\Users\mario\ Desktop\sculptris\sculptris\_restore.sc1' save settings save config writing config free undo delete vertices delete edges delete triangles delete texverts delete texpatches delete trimask delete surfacemap delete colormap delete vertex array delete normal array delete color array delete index array delete vertex VBO delete normal VBO delete color VBO delete index VBO delete tm_vertex VBO delete tm_normal VBO delete tm_tangent VBO delete tm_texcoord VBO delete tm_index VBO cleanup done, bye! TabletClose() kill window delete OpenGL context release DC destroy main window unregister main class end of WinMain() -> exit program