<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Klauss</id>
		<title>VsWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Klauss"/>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/Special:Contributions/Klauss"/>
		<updated>2026-05-13T14:38:16Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.2</generator>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19244</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19244"/>
				<updated>2013-04-17T01:29:47Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* 0.5.4 */ Add particle system tasks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Units fully upgrade-based ([https://sourceforge.net/p/vegastrike/feature-requests/44/ feature #44])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' refactor particle systems&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' leverage particle systems for weapon, damage and explosion special effect&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' revised turret control ([https://sourceforge.net/p/vegastrike/feature-requests/45/ feature #45])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19240</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19240"/>
				<updated>2013-04-13T01:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* 0.5.4 */ Auto-escorts enhancements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://forums.vega-strike.org/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[STOPPED]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.[http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=16406 see here]&lt;br /&gt;
* '''[ONGOING]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') cleanup project.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' [http://sourceforge.net/p/vegastrike/feature-requests/43/ Auto-escorts]: integrated interface in hangar/base&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19239</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=19239"/>
				<updated>2013-04-13T01:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* 0.5.3 */ Add auto-escorts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools, ogre version&lt;br /&gt;
* '''VS Data - Upon The Coldest Sea''' relates to: modifications to art, data, and mission scripts for Upon The Coldest Sea (sometimes also called Vega Strike The Game as opposed to Vega Strike The Engine&lt;br /&gt;
* '''Documentation &amp;amp; Mod Tools &amp;amp; Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Porting of old quests to new engine; done for: blockade, dispute, shipyard bomb, slaver, surplus&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.5 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''strook'') Implementing alpha version of VegaOgre, merging it into vegastrike.&lt;br /&gt;
the Ogre technology preview will be executable with '''VegaOgre --with-ogre-engine''' until it is released.[http://sourceforge.net/projects/vegaogre/files/trunk/ downloadable here]&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 mac version.&lt;br /&gt;
* '''[FINISHED]''' (''strook'') fix bugs of the 0.5.1.5 linux version.[http://forums.vega-strike.org/viewtopic.php?f=27&amp;amp;t=15545 see blog]&lt;br /&gt;
           ---- download the vegaogre svn release 184 to get it, there is no trunk version of it yet ---&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.6 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[STOPPED]''' (''strook'') Creating a Mac OSX app store release.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') figure out a way to render both ogre and OpenGL contents in one window without display errors.[http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=16406 see here]&lt;br /&gt;
* '''[ONGOING]''' (''strook'') create a proper startup sequence for vegaogre.&lt;br /&gt;
* '''[ONGOING]''' (''strook'') cleanup project.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.7 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') create a patch for a modified unit class for creating units consisting from multiple subunits.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create sky.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create water.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create surface.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create planet physics.&lt;br /&gt;
* '''[OPEN]''' (''strook'') create different planet types.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.8 ==&lt;br /&gt;
&lt;br /&gt;
'''VegaOgre/VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the mac version.&lt;br /&gt;
* '''[OPEN]''' (''strook'') fix bugs of the linux version.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1.9 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' (''???'') merging the VegaOgre code together into the vegastrike codebase trunk.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
* Minor bug fixes and improvements&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Show, save, and load correct stardate&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') Corrected missing mission description for fixer missions&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[FINISHED]''' ''(pyramid)'' Added quit image with default key mapping&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New quests, missions, and campaigns&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
* '''[OPEN]''' ''(unassigned)'' Auto-escorts ([http://sourceforge.net/p/vegastrike/feature-requests/43/ feature #43])&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data - Upon The Coldest Sea'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=18440</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=18440"/>
				<updated>2012-11-29T14:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Faction Voice List */ maxaxle's contribs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
For information on the broadcast project, in which we hope to emulate radio-station-like entertainment in addition to music, see [[In-Flight_Non-Musical_Audio]]&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 22kHz sample rate&lt;br /&gt;
* Mono for voices and for sound effects that have no associated location&lt;br /&gt;
* Stereo for music, composite (music plus other sounds) and for sound effects that have a location relative to the listener&lt;br /&gt;
* Vorbis OGG format for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
{{fixme}}&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Inserting Your Own Music ==&lt;br /&gt;
Vega Strike allows you to use your own music files as background music within the game.&lt;br /&gt;
&lt;br /&gt;
=== Useable File formats ===&lt;br /&gt;
'''.MP3'''&lt;br /&gt;
&lt;br /&gt;
'''.OGG'''&lt;br /&gt;
&lt;br /&gt;
=== Playlist Files ===&lt;br /&gt;
These lists contain all of the playlist files.&lt;br /&gt;
&lt;br /&gt;
==== Planets/Stations ====&lt;br /&gt;
* agricultural.m3u &lt;br /&gt;
* asteroids.m3u &lt;br /&gt;
* carribean.m3u &lt;br /&gt;
* commerce_center.m3u &lt;br /&gt;
* factory.m3u &lt;br /&gt;
* ice.m3u &lt;br /&gt;
* industrial.m3u &lt;br /&gt;
* military.m3u &lt;br /&gt;
* ocean.m3u &lt;br /&gt;
* starfortress.m3u &lt;br /&gt;
&lt;br /&gt;
==== Situations ====&lt;br /&gt;
* aera.m3u &lt;br /&gt;
* aerabattle.m3u &lt;br /&gt;
* battle.m3u &lt;br /&gt;
* galacticbattle.m3u &lt;br /&gt;
* iso.m3u &lt;br /&gt;
* isobattle.m3u &lt;br /&gt;
* launch.m3u &lt;br /&gt;
* loss.m3u &lt;br /&gt;
* panic.m3u &lt;br /&gt;
* peace.m3u &lt;br /&gt;
* terran.m3u &lt;br /&gt;
* terranbattle.m3u &lt;br /&gt;
* unit.m3u &lt;br /&gt;
* unit_pirate.m3u &lt;br /&gt;
* university.m3u &lt;br /&gt;
* victory.m3u &lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
* news.m3u &lt;br /&gt;
&lt;br /&gt;
=== Playlist Format ===&lt;br /&gt;
The Playlist format is simple.  Each playlist filename is in the format ''name''.m3u.  Within each Playlist are lines noting the location of all music files for that playlist:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;path to music file&amp;gt;&lt;br /&gt;
 &amp;lt;path to music file&amp;gt;&lt;br /&gt;
 &amp;lt;path to music file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: peace.m3u:&lt;br /&gt;
&lt;br /&gt;
 ../music/peace1.ogg&lt;br /&gt;
 ../music/peace2.ogg&lt;br /&gt;
 ../music/peace4.ogg&lt;br /&gt;
 ../music/peace5.ogg&lt;br /&gt;
 ../music/peace6.ogg&lt;br /&gt;
 ../music/peace5_p.ogg&lt;br /&gt;
 ../music/peace6_p.ogg&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
* In-flight entertainment (news, etc) '''ONGOING''' see [[In-Flight_Non-Musical_Audio]]&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names should clearly indicate which line it is, using the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;FIRST-FEW-WORDS-OF-TEXT&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;  In this example, &amp;quot;the&amp;quot; was omitted from the file name.&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you only have time to make the recordings, we appreciate your help.  But if you have time to help integrate them into the game, that is even better.  A complete ship-to-ship faction communication voice acting package should include the OGG files plus the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, listed in VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* '''The &amp;quot;bounty text&amp;quot; line''' from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically. '''Please do not forget to record this line; it is not listed in the &amp;lt;faction&amp;gt;.xml file.'''&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Note: Currently the game code that assigns gender to ships does not function, but when it does and we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound like a computer (flat in dynamics and pitch) while remaining clear and understandable; more on the work done up to now in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts.  This helps the player hear the alien voice before the translator kicks in, and the delay represents the translator's need to build context before commencing translation.&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 dB to make the translator easier to understand; exact amount to mute depends somewhat on how &amp;quot;noisy&amp;quot; the alien voice is, so try higher values if -7 dB is enough.&lt;br /&gt;
** Also provide a few alien &amp;quot;fixer&amp;quot; lines, i.e. alien jabber without the translator overlay, that we can use for randomly generated fixer conversations in bars or splice into future campaign fixers if we need them&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how the alien voice was made, in case we need more of it later.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the transmission was interrupted while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.  One of the militia lines talks about sending data to player, so we did something similar -- a modem &amp;quot;negotiate connection&amp;quot; sound, at double normal speed.&lt;br /&gt;
&lt;br /&gt;
File locations are as follows, so you can test your sounds and hear them in-game before submitting:&lt;br /&gt;
* the &amp;lt;faction&amp;gt;.XML file goes in /data/communications/  (it is already there, you are just updating it with the sound files)&lt;br /&gt;
* the &amp;lt;faction&amp;gt;_it-appears-we-have.ogg file goes in /data/sounds/missions/&lt;br /&gt;
* the remainder of the faction ogg files go in /data/communications/&amp;lt;faction name&amp;gt;/&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] '''DONE''' by [[User:maxaxle|maxaxle]] Oct 2012&lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] '''IN PROGRESS''' by [[User:maxaxle|maxaxle]] Nov 2012&lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar Church of True Form's Return|Interstellar Church of True Form's Return]] aka Luddites&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] '''DONE''' except for one line, by [[User:Shadow Oblivion|Shadow Oblivion]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] in discussion here: http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=15206&lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral:  This faction has a full range of lines, though the items said tend to be short.  We are not sure what ships or bases would use these lines.&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction; wingmen you hire can be from different factions so they use their &amp;quot;native&amp;quot; voice&lt;br /&gt;
* [[Faction:Purist|Purist]] &lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' except for one line, by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by CLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09.  Currently, the unadorned citizen uses exactly the same lines, so we use the voice set for both.&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provide a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera and Rlaan ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effect. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
Once files have been tested, [[User:Turbo|Turbo]] can commit them to SVN.&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Add_Conversations&amp;diff=18431</id>
		<title>HowTo:Add Conversations</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Add_Conversations&amp;diff=18431"/>
				<updated>2012-10-13T20:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* ADDING CONVERSATIONS */ Added notes about speech variations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Add_Descriptions|Add Descriptions]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Edit faction relationships|Edit relationships]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=ADDING CONVERSATIONS=&lt;br /&gt;
{{attention}}&lt;br /&gt;
&lt;br /&gt;
Conversation files are found in your communications directory. In a perfect world, there would be one xml file named for each major faction. But there isn't, so the conversation is taken from the &amp;lt;code&amp;gt;[http://vegastrike.svn.sourceforge.net/viewvc/vegastrike/trunk/data/communications/neutral.xml?content-type=text%2Fplain neutral.xml]&amp;lt;/code&amp;gt; file if the &amp;lt;code&amp;gt;&amp;lt;factionname&amp;gt;.xml&amp;lt;/code&amp;gt; file is not found.&lt;br /&gt;
&lt;br /&gt;
A quick sample file;&lt;br /&gt;
* [[HowTo:Add Conversations:Xml|communications/neutral.xml]]&lt;br /&gt;
&lt;br /&gt;
The file begins and ends with &amp;lt;code&amp;gt;'''&amp;lt;comm&amp;gt;'''&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;'''&amp;lt;/comm&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From then on are &amp;lt;code&amp;gt;&amp;lt;node&amp;gt;&amp;lt;/code&amp;gt;'s and &amp;lt;code&amp;gt;&amp;lt;edge&amp;gt;&amp;lt;/code&amp;gt;'s.&lt;br /&gt;
&lt;br /&gt;
Nodes have two attributes: &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;relationship&amp;lt;/code&amp;gt; is the amount that your friendliness with the other person/alien that you are talking to increases or decreases. Text is what you say. Inside the &amp;lt;code&amp;gt;&amp;lt;node&amp;gt;&amp;lt;/code&amp;gt;'s are &amp;lt;code&amp;gt;&amp;lt;edge&amp;gt;&amp;lt;/code&amp;gt; tags. They have an index attribute which gives an index to the other nodes that the conversation goes to. Nodes may also have a &amp;lt;code&amp;gt;&amp;lt;sound&amp;gt;&amp;lt;/code&amp;gt; tag which gives a file for the sound filename and a &amp;lt;code&amp;gt;sex&amp;lt;/code&amp;gt; attribute for the type of picture.&lt;br /&gt;
&lt;br /&gt;
Notice all of the comments in the file. There is one starting node where conversations begin. Then the starting node has edges which go the starting points, and the one closest to the current relationship is started at. The starting points go to Other Nodes, which can reference Starting Points or other Other Nodes., but the starting node is never actually used in a conversation. There is another set of nodes which must be at the end. They are built-in, so will always be the same, but you may want to change what they say when one, for example wants to request clearance. You may also want to change where they point to.&lt;br /&gt;
&lt;br /&gt;
===Adding multiple variations to a node===&lt;br /&gt;
&lt;br /&gt;
Besides the standard &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt;, you can specify alternative texts and sounds. To do so, you'd add &amp;lt;code&amp;gt;text&amp;amp;lt;n&amp;amp;gt;&amp;lt;/code&amp;gt; attributes, where &amp;lt;code&amp;gt;&amp;amp;lt;n&amp;amp;gt;&amp;lt;/code&amp;gt; takes increasing numbers, starting from &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;. The bare &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt; attribute is the zeroth variation, &amp;lt;code&amp;gt;text1&amp;lt;/code&amp;gt; is number 1, etc...&lt;br /&gt;
&lt;br /&gt;
Then, inside the node, you specify multiple &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; entries, in the order specified for text. So the first &amp;lt;code&amp;gt;sound&amp;lt;/code&amp;gt; entry goes to the zeroth variation, the second to the first variation, and so on.&lt;br /&gt;
&lt;br /&gt;
==How does it work?==&lt;br /&gt;
I'll go through a sample conversation to show how this works.&lt;br /&gt;
&lt;br /&gt;
You are PERSON A (aera), who meets PERSON B (confed), the computer. B is a carrier. A targets B and, since you hate aera, you start with three choices on your comm screen:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1) I hate you! &amp;lt;Node 5&amp;gt;&lt;br /&gt;
2) Prepare to die! &amp;lt;Node 6&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PRESS 1 &lt;br /&gt;
The relationship lowers .5 points.&lt;br /&gt;
&lt;br /&gt;
B gets now two choices:&lt;br /&gt;
1) All systems are nominal. &amp;lt;Node 1&amp;gt;&lt;br /&gt;
2) I'm going to kill everyone you know, you traitor! &amp;lt;Node 3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHOOSE 1 &lt;br /&gt;
Relationship does not change.&lt;br /&gt;
&lt;br /&gt;
A sees two choices on his screen:&lt;br /&gt;
1) It is a good day indeed for such heros to meet one another in space. &amp;lt;Node 2&amp;gt;&lt;br /&gt;
2) I'm going to kill everyone you know, you traitor! &amp;lt;Node 3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PRESS 2 &lt;br /&gt;
Relationship lowers .2 points.&lt;br /&gt;
&lt;br /&gt;
B now has two choices (do they look familiar?):&lt;br /&gt;
1) I hate you! &amp;lt;Node 5&amp;gt;&lt;br /&gt;
2) Prepare to die! &amp;lt;Node 6&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CHOOSE 2 &lt;br /&gt;
Relationship lowers 1 point.&lt;br /&gt;
&lt;br /&gt;
A sees two choices:&lt;br /&gt;
1) I'm going to kill everyone you know, you traitor! &amp;lt;Node 3&amp;gt;&lt;br /&gt;
2) All systems are nominal. &amp;lt;Node 1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
press 0 to request clearence &lt;br /&gt;
B declines and says &amp;quot;You are not authorized to land here!&amp;quot; &amp;lt;Node 10&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now A has two more choices.&lt;br /&gt;
1) I'm going to kill everyone you know, you traitor! &amp;lt;Node 3&amp;gt;&lt;br /&gt;
2) Prepare to die! &amp;lt;Node 6&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
I hope that you now see how the conversations works. Please edit this wiki page to make the stuff clearer because it isn't actually very descriptive. Here are a few rules to go by:&lt;br /&gt;
&lt;br /&gt;
* Use the same amount of choices in each faction conversation tree. &lt;br /&gt;
* Use the same node numbers for each XML file so they make sense (Don't make node 5 in &amp;lt;code&amp;gt;confed.xml&amp;lt;/code&amp;gt; say, &amp;quot;I love you,&amp;quot; and node 5 in neutral say, &amp;quot;I'm going to kill everyone you know, you traitor!&amp;quot; &lt;br /&gt;
* Make the better choices first and worse choices last (this makes it easier for people to quickly decide what to say. &lt;br /&gt;
* Don't make more than 9 edges for a node, or else one may run out of keys on his/her keyboard, which is not good. &lt;br /&gt;
* Never reference the starting node (node 0). &lt;br /&gt;
* Do not make single choices have large effect on the other person (for example having a relationship of -1 so that a friendly guy terns into an angry guy. by saying one wrong thing of pressing the wrong key.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Development:Quests &amp;amp; Campaigns]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Add_Descriptions|Add Descriptions]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Edit faction relationships|Edit relationships]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Add Conversations]]&lt;br /&gt;
[[Category:Development|Add Conversations]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18430</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18430"/>
				<updated>2012-10-09T17:48:21Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Requirements */ Update requirement apt-get line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1 or above&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev freeglut3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Complining can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18429</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18429"/>
				<updated>2012-10-09T14:39:08Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Compiling */ Include cmake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
** '''libfreeimage3''' (vegastrike itself can compile without it, but mesher can't)&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
&lt;br /&gt;
Complining can be accomplished with two systems as of now. There's the classic autotools, and the newer (recommended) cmake. If you have cmake installed, you should try it.&lt;br /&gt;
&lt;br /&gt;
===CMake===&lt;br /&gt;
&lt;br /&gt;
Building with CMake is just building with Make, only the configure part can be done interactively, and all intermediate files are tidily put in their own folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
mkdir build&lt;br /&gt;
cd build&lt;br /&gt;
ccmake ..  # this will pop up an interactive configuration screen, press &amp;quot;c&amp;quot; to autoconfigure, &lt;br /&gt;
           # and once it's done &amp;quot;g&amp;quot; to generate everything and exit. &lt;br /&gt;
           # Or edit stuff and follow on-screen instructions if you know what you're doing.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./build/vegastrike # to play the game&lt;br /&gt;
./build/vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./build/setup/vssetup # to edit game settings&lt;br /&gt;
./build/mesh_tool/mesh_tool # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autotools===&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you can run from the build folder:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./vegastrike # to play the game&lt;br /&gt;
./vegastrike --debug=3 # to generate detailled logs for bug reporting&lt;br /&gt;
./vssetup # to edit game settings&lt;br /&gt;
./mesher # mesh converter, for modding&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
&lt;br /&gt;
Installing is not really necessary to play, but you can do it if you wish to have the game accessible to all users. Otherwise, you can play by executing the built binary from the data folder.&lt;br /&gt;
&lt;br /&gt;
If you do want to install, you'll need root access:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you plan to install, when you're configuring:&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Add_LODs&amp;diff=18409</id>
		<title>HowTo:Add LODs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Add_LODs&amp;diff=18409"/>
				<updated>2012-01-26T16:43:22Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: Clarify LOD size parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit XMESH files|Editing XMESH]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Engine Glow|Adding Engine Glow]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
'''Levels of Detail''', or '''[[Terminology:LODs|LODs]]''', are used to help cut down strain on the engine. An LOD mesh is a simplified version of the high-detail (top-level) mesh. When an object is far away from the player, the engine switches to the low-poly LOD so it is easier to render.&lt;br /&gt;
&lt;br /&gt;
It's easy to reference LODs from within the xmesh file of the top-level mesh.&lt;br /&gt;
All you need to do is place an &amp;lt;LOD&amp;gt; tag somewhere betweeen the &amp;lt;mesh&amp;gt; and &amp;lt;/mesh&amp;gt; tags. For example:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;LOD size=&amp;quot;275&amp;quot; meshfile=&amp;quot;1_1.xmesh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would reference a LOD to replace the current xmesh when the mesh occupies less than 275 pixels on the screen. Size is the area of the bounding circle, multiplied by a figure based on the player's detail setting to offset the detail level. Figures on xmesh LOD entries should correspond to medium detail: the LOD switch is visible, but not too much.&lt;br /&gt;
&lt;br /&gt;
Here is an example of the standard naming scheme for xmeshes:&lt;br /&gt;
*name.xmesh = the main mesh&lt;br /&gt;
**0_1.xmesh = 1st LOD of main mesh&lt;br /&gt;
*1_0.xmesh = submesh #1&lt;br /&gt;
**1_1.xmesh = the 1st LOD of submesh #1&lt;br /&gt;
*2_0.xmesh = submesh #2&lt;br /&gt;
**2_1.xmesh = the 1st LOD of submesh #2&lt;br /&gt;
**2_2.xmesh = the 2nd LOD of submesh #2&lt;br /&gt;
&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Note that when creating a BFXM file, '''only''' the top level xmeshes need to be appened. For instance, if you are compiling the mesh above, all you need to do is:&lt;br /&gt;
 mesher.exe name.xmesh name.bfxm xbc&lt;br /&gt;
 mesher.exe 1_0.xmesh name.bfxm xba&lt;br /&gt;
 mesher.exe 2_0.xmesh name.bfxm xba&lt;br /&gt;
Mesher will automatically append all LODs.&lt;br /&gt;
&lt;br /&gt;
For LODs to work, the entries must be sorted by decreasing size.&lt;br /&gt;
Basically, &amp;quot;10&amp;quot; means the mesh will be used when it will be drawn in an area 20 pixels wide (10 pixel radius).&lt;br /&gt;
The numbers must be conservative, meaning they should be a safe transition point where the different between the meshes is barely noticeable, because user detail levels will take care of the rest.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*See [[Development:Model Guidelines#Polygon/Vertex Count]] for guidelines on LOD polycounts.&lt;br /&gt;
*See [[Terminology:LODs]] for a general explanation of LODs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit XMESH files|Editing XMESH]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Add Engine Glow|Adding Engine Glow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|LODs]]&lt;br /&gt;
[[Category:Modeling|LODs]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Spaceflight&amp;diff=18061</id>
		<title>Development:Spaceflight</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Spaceflight&amp;diff=18061"/>
				<updated>2011-03-08T18:56:44Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: Added ideas by travists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Features to make space interesting =&lt;br /&gt;
&lt;br /&gt;
== Fields ==&lt;br /&gt;
&lt;br /&gt;
Asteroid, debris and mine fields. Besides other &amp;quot;units&amp;quot; these are the only physical objects you can interact with in space and the only detailed passive environment there. The only spaceborne equivalent to mountains, rivers, trees, silt traps and the many other features of terrestrial navigation.&lt;br /&gt;
&lt;br /&gt;
They provide collision hazards (and victims thereof to be aided or preyed upon), cover from direct attack, cover from detection, mining and salvage, a credible destination (IOW not like the factories floating in deep, deep space) and scenery.&lt;br /&gt;
&lt;br /&gt;
The three types are very similar in features but with some differences between them. Asteroid belts are randomly placed, static, permanent, enormous and sparse in both obstacles and resources. On the opposite end of the spectrum, mine fields are intentionally placed, dynamic, temporary and very dense (by design) obstacles and resources (at least from the player's mercenary and scavenger perspective). Debris fields are in between, they are the accidental side effect of intentional placements, like large stations, mining operations and battles, they come and go slowly, and are moderately dense with obstacles and valuables alike.&lt;br /&gt;
&lt;br /&gt;
== Nebulae ==&lt;br /&gt;
&lt;br /&gt;
Nebulae are the closest thing to interesting or bad weather in space. While they are normally very sparse clouds of star stuff I *think* they become hotter and denser close to stars (the environment the game takes place in).&lt;br /&gt;
&lt;br /&gt;
They obscure your detection ability and reduce its range and possibly accuracy. While they might be a source of reaction mass for your thrusters they also may inhibit the power of your spec drive. And since they span entire solar systems, only jump points can get you out of one (eventually). For the reasons listed above, nebulae are also destinations, even if only for those who want to seek stealth in space and those that are seeking them.&lt;br /&gt;
&lt;br /&gt;
Nebulae would vary mostly by how many systems they encompass and how dense/hot they are.&lt;br /&gt;
&lt;br /&gt;
Suns (ordinary), Magnetars and Black Holes.&lt;br /&gt;
&lt;br /&gt;
Each of these influences the system around it, but at closer distances it becomes an environment in its own right, with all the dangers and treasures that naturally follows.&lt;br /&gt;
&lt;br /&gt;
At medium range they offer energy, scientific opportunities and the occasional or regular hazardous solar flare. At close range, a slow build up of heat and damage, subsequent temporary escape from thinner skinned attackers and the assurance that enemies may only attack you from half as many directions, but the same goes for your routes of escape from said enemies. At very close range, a quick death.&lt;br /&gt;
&lt;br /&gt;
Suns produce enormous light, which means an enormous source of energy and probably the only chance to produce any useful quantities of antimatter. They are also the least hazardous. Black holes produce no light, in fact they subtract it. This makes for an awesomely shocking change of aesthetics from normal systems. It also makes them only valuable for research and disposing of. . . anything. (Including those godly-powerful ancient-alien-technology anythings). Magnetar are similar, but maybe destructive at greater ranges and to a lesser extent. Both black holes and magnetars are very rare, no more than one of each in the game might be reasonable.&lt;br /&gt;
&lt;br /&gt;
== Ambushers Versus Pursuers ==&lt;br /&gt;
&lt;br /&gt;
The environments listed above are good turf for ambushes, be they by a military, pirate, lunatic or personal enemy. You enter an asteroid field and suddenly multiple power ups and liftoffs are detected from nearby asteroids-- pirates were lying in wait. You are traveling through a dense nebula when suddenly a minefield appears ahead, you stop, but then aera fighters appear immediately at your flanks and interceptors cut you off from the nearest jump point.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are already being pursued, a more complex and obscuring environment might be your best chance at losing a more powerful attacker you can't outrun in open space.&lt;br /&gt;
&lt;br /&gt;
But first, we need to have ambushes and pursuits in the game to begin with. In 0.5.0 getting surprise attacked or intercepted basically never happens. Which makes tactical use of the environments of space pointless. Bushwhacking and getting bushwhacked, intercepting and getting intercepted, should both happen and have interesting mechanics and strategies associated with them. Good navigation then becomes essential to not only dealing with real enemies, but accounting for the ever present possibility of enemies.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
Space is big and old. Things are hidden in its vastness. Things are protected by the environments listed above. After much time spent exploring, simply encountering these &amp;quot;things&amp;quot; is pure magic. Without warning, seeing something rare and special float into view in the silent darkness. We need exploration to make a more engaging game and then we need treasures (rewards) to make more engaging exploration.&lt;br /&gt;
&lt;br /&gt;
Unexplored solar systems, derelicts, salvageable scrap, mining and colonization opportunities, alien artifacts, undiscovered alien species, theoretical (or unimagined) anomalies. Features that fill out the game play of exploring and directly exploiting the resources of space (instead of playing star taxi).&lt;br /&gt;
&lt;br /&gt;
You explore a previously uncharted system, and find within it a deuterium rich ocean world, titanium rich asteroid belt and an ancient alien satellite. You collect the satellite, sell it, use the money to buy colonization equipment and settle the ocean world, where you harvest and sell deuterium. Now you set up mines on the asteroid belt. Then in an adjacent system you discover a derelict scout ship from a yet unencountered alien species; you haul it back to your colony for repairs and give it to your wingman to pilot. Fast forward a year and the same new alien species is at war with the human confederation over territorial expansion rights. After a great battle between the two, you salvage millions of credits worth of scrap and technological secrets which you sell to both sides.&lt;br /&gt;
&lt;br /&gt;
== Vessel Internals ==&lt;br /&gt;
&lt;br /&gt;
Inspection and/or repair of ship systems, both internally and EVA. Replace damaged modules with backup components, whilst following safety procedures and getting the job finished ASAP; the game does not stop while you are working and vulnerable.&lt;br /&gt;
&lt;br /&gt;
Explore the competencies and emotional limitations of your individual crew members through social and practical interactions and assign them tasks on the ship accordingly.&lt;br /&gt;
&lt;br /&gt;
Encounter friendly, neutral and hostile stowaways; simple lifeforms or cunning sentient species (humans, klkk, aera, etc.). They may turn out to be (assuming you hold your fire long enough to find out) anything from a nuisance to a real threat, to a potential recruit, to a plot fixer.&lt;br /&gt;
&lt;br /&gt;
Fight off hostile boarders (or board hostile ships and stations.)&lt;br /&gt;
&lt;br /&gt;
Use in flight time to handle longer term planning. Write logs and notes and draw up flight plans and backup strategies. Try to decipher codes, messages or devices you have intercepted or stolen.&lt;br /&gt;
&lt;br /&gt;
= FTL/long range communication =&lt;br /&gt;
&lt;br /&gt;
== Sending/receiving SOS messages ==&lt;br /&gt;
If you are in trouble, you can call for help. Pirates just live for distressed fisshies to splash about too. Send one and help may arrive, but so too may more harm. If you pick one up you can choose to help or finish them off! Perhaps you can call for a tow if you run out of fuel?&lt;br /&gt;
&lt;br /&gt;
== News flash ==&lt;br /&gt;
Major events can't wait until you land for you to find out about them. If disaster strikes, or a system changes hands, there should be a report right way.&lt;br /&gt;
&lt;br /&gt;
== Trade deals ==&lt;br /&gt;
It may be possible to broker a better price if you have a buyer lined up rather than selling on the open market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&lt;br /&gt;
* ''[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=122873#p122873 Original post by deus siddis]''&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Spaceflight&amp;diff=18060</id>
		<title>Development:Spaceflight</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Spaceflight&amp;diff=18060"/>
				<updated>2011-03-08T07:18:00Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: Cool ideas on the to-do list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Features to make space interesting =&lt;br /&gt;
&lt;br /&gt;
== Fields ==&lt;br /&gt;
&lt;br /&gt;
Asteroid, debris and mine fields. Besides other &amp;quot;units&amp;quot; these are the only physical objects you can interact with in space and the only detailed passive environment there. The only spaceborne equivalent to mountains, rivers, trees, silt traps and the many other features of terrestrial navigation.&lt;br /&gt;
&lt;br /&gt;
They provide collision hazards (and victims thereof to be aided or preyed upon), cover from direct attack, cover from detection, mining and salvage, a credible destination (IOW not like the factories floating in deep, deep space) and scenery.&lt;br /&gt;
&lt;br /&gt;
The three types are very similar in features but with some differences between them. Asteroid belts are randomly placed, static, permanent, enormous and sparse in both obstacles and resources. On the opposite end of the spectrum, mine fields are intentionally placed, dynamic, temporary and very dense (by design) obstacles and resources (at least from the player's mercenary and scavenger perspective). Debris fields are in between, they are the accidental side effect of intentional placements, like large stations, mining operations and battles, they come and go slowly, and are moderately dense with obstacles and valuables alike.&lt;br /&gt;
&lt;br /&gt;
== Nebulae ==&lt;br /&gt;
&lt;br /&gt;
Nebulae are the closest thing to interesting or bad weather in space. While they are normally very sparse clouds of star stuff I *think* they become hotter and denser close to stars (the environment the game takes place in).&lt;br /&gt;
&lt;br /&gt;
They obscure your detection ability and reduce its range and possibly accuracy. While they might be a source of reaction mass for your thrusters they also may inhibit the power of your spec drive. And since they span entire solar systems, only jump points can get you out of one (eventually). For the reasons listed above, nebulae are also destinations, even if only for those who want to seek stealth in space and those that are seeking them.&lt;br /&gt;
&lt;br /&gt;
Nebulae would vary mostly by how many systems they encompass and how dense/hot they are.&lt;br /&gt;
&lt;br /&gt;
Suns (ordinary), Magnetars and Black Holes.&lt;br /&gt;
&lt;br /&gt;
Each of these influences the system around it, but at closer distances it becomes an environment in its own right, with all the dangers and treasures that naturally follows.&lt;br /&gt;
&lt;br /&gt;
At medium range they offer energy, scientific opportunities and the occasional or regular hazardous solar flare. At close range, a slow build up of heat and damage, subsequent temporary escape from thinner skinned attackers and the assurance that enemies may only attack you from half as many directions, but the same goes for your routes of escape from said enemies. At very close range, a quick death.&lt;br /&gt;
&lt;br /&gt;
Suns produce enormous light, which means an enormous source of energy and probably the only chance to produce any useful quantities of antimatter. They are also the least hazardous. Black holes produce no light, in fact they subtract it. This makes for an awesomely shocking change of aesthetics from normal systems. It also makes them only valuable for research and disposing of. . . anything. (Including those godly-powerful ancient-alien-technology anythings). Magnetar are similar, but maybe destructive at greater ranges and to a lesser extent. Both black holes and magnetars are very rare, no more than one of each in the game might be reasonable.&lt;br /&gt;
&lt;br /&gt;
== Ambushers Versus Pursuers ==&lt;br /&gt;
&lt;br /&gt;
The environments listed above are good turf for ambushes, be they by a military, pirate, lunatic or personal enemy. You enter an asteroid field and suddenly multiple power ups and liftoffs are detected from nearby asteroids-- pirates were lying in wait. You are traveling through a dense nebula when suddenly a minefield appears ahead, you stop, but then aera fighters appear immediately at your flanks and interceptors cut you off from the nearest jump point.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are already being pursued, a more complex and obscuring environment might be your best chance at losing a more powerful attacker you can't outrun in open space.&lt;br /&gt;
&lt;br /&gt;
But first, we need to have ambushes and pursuits in the game to begin with. In 0.5.0 getting surprise attacked or intercepted basically never happens. Which makes tactical use of the environments of space pointless. Bushwhacking and getting bushwhacked, intercepting and getting intercepted, should both happen and have interesting mechanics and strategies associated with them. Good navigation then becomes essential to not only dealing with real enemies, but accounting for the ever present possibility of enemies.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
Space is big and old. Things are hidden in its vastness. Things are protected by the environments listed above. After much time spent exploring, simply encountering these &amp;quot;things&amp;quot; is pure magic. Without warning, seeing something rare and special float into view in the silent darkness. We need exploration to make a more engaging game and then we need treasures (rewards) to make more engaging exploration.&lt;br /&gt;
&lt;br /&gt;
Unexplored solar systems, derelicts, salvageable scrap, mining and colonization opportunities, alien artifacts, undiscovered alien species, theoretical (or unimagined) anomalies. Features that fill out the game play of exploring and directly exploiting the resources of space (instead of playing star taxi).&lt;br /&gt;
&lt;br /&gt;
You explore a previously uncharted system, and find within it a deuterium rich ocean world, titanium rich asteroid belt and an ancient alien satellite. You collect the satellite, sell it, use the money to buy colonization equipment and settle the ocean world, where you harvest and sell deuterium. Now you set up mines on the asteroid belt. Then in an adjacent system you discover a derelict scout ship from a yet unencountered alien species; you haul it back to your colony for repairs and give it to your wingman to pilot. Fast forward a year and the same new alien species is at war with the human confederation over territorial expansion rights. After a great battle between the two, you salvage millions of credits worth of scrap and technological secrets which you sell to both sides.&lt;br /&gt;
&lt;br /&gt;
== Vessel Internals ==&lt;br /&gt;
&lt;br /&gt;
Inspection and/or repair of ship systems, both internally and EVA. Replace damaged modules with backup components, whilst following safety procedures and getting the job finished ASAP; the game does not stop while you are working and vulnerable.&lt;br /&gt;
&lt;br /&gt;
Explore the competencies and emotional limitations of your individual crew members through social and practical interactions and assign them tasks on the ship accordingly.&lt;br /&gt;
&lt;br /&gt;
Encounter friendly, neutral and hostile stowaways; simple lifeforms or cunning sentient species (humans, klkk, aera, etc.). They may turn out to be (assuming you hold your fire long enough to find out) anything from a nuisance to a real threat, to a potential recruit, to a plot fixer.&lt;br /&gt;
&lt;br /&gt;
Fight off hostile boarders (or board hostile ships and stations.)&lt;br /&gt;
&lt;br /&gt;
Use in flight time to handle longer term planning. Write logs and notes and draw up flight plans and backup strategies. Try to decipher codes, messages or devices you have intercepted or stolen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&lt;br /&gt;
* ''[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=122873#p122873 Original post by deus siddis]''&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18059</id>
		<title>Development:Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18059"/>
				<updated>2011-03-08T07:14:39Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* See Also */ Add spaceflight link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This article is a work in progress, and is intended to become a centralized list of what we want to see for each release, how it can be accomplished, and who is planning to work on it.&lt;br /&gt;
&lt;br /&gt;
General roadmap discussion should occur on the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=27 Developer Focus Forum]. The wiki [[Talk:Development:Roadmap|talk page]] may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.&lt;br /&gt;
&lt;br /&gt;
=Roadmap=&lt;br /&gt;
&lt;br /&gt;
==0.4.3==&lt;br /&gt;
[[Development:Roadmap:0.4.4|Road map to v0.4.4]]&lt;br /&gt;
&lt;br /&gt;
==0.5.0==&lt;br /&gt;
[[Development:Roadmap:0.5.0|Road map to v0.5.0]]&lt;br /&gt;
&lt;br /&gt;
==0.6.0==&lt;br /&gt;
[[Development:Roadmap:0.6.0|Road map to v0.6.0]]&lt;br /&gt;
&lt;br /&gt;
==0.7.0 to 1.0.0 ==&lt;br /&gt;
Roadmap is not yet available.&lt;br /&gt;
&lt;br /&gt;
=Unscheduled Topics and Tasks=&lt;br /&gt;
&lt;br /&gt;
==Bugfixing==&lt;br /&gt;
* [http://sourceforge.net/tracker/?group_id=19507&amp;amp;atid=119507 Sourceforge Bug Tracker]&lt;br /&gt;
* The economic system needs a review (see [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=10597 forum thread])&lt;br /&gt;
Bugs reported through the forum:&lt;br /&gt;
* In in system defend missions, the type of enemy ship didn't seem to display, it just had an extra space in the mission description (should have said Redeemer)&lt;br /&gt;
* Javelin rockets cost 30,000 credits a piece. Should be more like 30 credits I think.&lt;br /&gt;
* Finally, in the output after I quit, there were about 50 python traceback warnings about not finding a cultivator.stock entry in units.csv. maybe one should be added, although it's probably not vital. Peace out all.&lt;br /&gt;
* In some cases ship travels through stars.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
* (''ace123'') Multi-player support beta&lt;br /&gt;
* Server list support, ala Quake&lt;br /&gt;
** See [[Development:Network]]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3895 what would you like to see in the vegastrike multiplayer?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3632 Multiplayer questions?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2176 multiplayer concerns]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6930 if VS does go multiplayer...]&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&lt;br /&gt;
* Get mac building under a unified central build file (if it doesn't use ./configure) &lt;br /&gt;
* Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.&lt;br /&gt;
* Fix multi-ship ownership loopholes.&lt;br /&gt;
* Faction level AI (or at least the imitation of one) &lt;br /&gt;
* Cubemap environment to replace sphere meshes [DONE]&lt;br /&gt;
* Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.&lt;br /&gt;
* Implement [http://www.ogre3d.org/ OGRE] as the rendering backend&lt;br /&gt;
**See [[Development:Ogre]]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 Graphic engine and graphic technologies] forums thread&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6032 Ogre interface framework] forums thread&lt;br /&gt;
* High Dynamic Range Lighting (HDRL)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3436 forum thread]&lt;br /&gt;
* Fine-tuning SPEC&lt;br /&gt;
** Forum threads &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2709 SPEC drive changes] (thread started by pincushionman) &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3482 spec system]&lt;br /&gt;
* Inter-system SPEC travel (''without'' jump nodes)&lt;br /&gt;
* Keyboard remap&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3445 Keyboard Bindings] (thread started by [[User:Silverain|Silverain]])&lt;br /&gt;
** See [[Manual:Keyboard layout]] for graphics/templates for new bindings&lt;br /&gt;
** See [[Manual:Config:Advanced]] for the binding-syntax in the config file&lt;br /&gt;
*A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated  [ This may already have been done in 0.5,  Verification?]&lt;br /&gt;
**Benefit: Improved ship spawn distances/locations&lt;br /&gt;
* Space dust&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4904 A forum discussion on the pros and cons of space debris and other means to get a feeling for speed]&lt;br /&gt;
* Phasing out all XMESH files&lt;br /&gt;
* Bump mapping [DONE - needs texturing work]&lt;br /&gt;
* Seamless planetary flight&lt;br /&gt;
* Upgrades&lt;br /&gt;
** user-warehouse for intermediate part storage&lt;br /&gt;
** selection interface for activating/deactivating parts&lt;br /&gt;
** fix displaying of irrelevant stats&lt;br /&gt;
** decouple tags and names, more tag types&lt;br /&gt;
*Debris Fields&lt;br /&gt;
*Run-time changeable configuration option and key-binding infrastructure&lt;br /&gt;
*In-flight map improvement&lt;br /&gt;
* Support full expressivity of BFXM animations&lt;br /&gt;
* Install time generation of all BSP files&lt;br /&gt;
* Videos of system or battles in the news&lt;br /&gt;
* Salvage-marker buoy would be a nice wrinkle to salvage economics&lt;br /&gt;
&lt;br /&gt;
==Python==&lt;br /&gt;
&lt;br /&gt;
* Make jump point wire frames HUD only. Allow for selective disabling/enabling of jump point wire frame representations via python. &lt;br /&gt;
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships). &lt;br /&gt;
* Flesh out storyline / Devise more story-based missions&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)&lt;br /&gt;
* (''ace123'') Fixing the ugly mission class (things that would change are the functions &amp;quot;VS.terminateMission&amp;quot; and &amp;quot;Director.Mission.__init__&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Data and Artwork==&lt;br /&gt;
&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Cockpit graphics for all units.&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Supplement missing cargo graphics and improvement of low-quality cargo graphics&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of space backgrounds&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of some low-quality star images&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New ship HUD images (see: [[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=98173 cockpit HUD shields and armor]])&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' moons around planets&lt;br /&gt;
* New logo/icons&lt;br /&gt;
**See [[Development:Logos &amp;amp; Signage]]&lt;br /&gt;
&amp;lt;!-- Old Logo Links:&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3815 st_jack's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3207 Strangelet's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3563 Pixel Sage's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3486 ommadawn's New Icon]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3411 workign on some new logos for VS] --&amp;gt;&lt;br /&gt;
* Fixers, fixers, and more fixers&lt;br /&gt;
* Improved planet textures (Higher quality/Fractal Enhanced?)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3543 Auto-Enhancing Textures]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1970 Fractal Generation System]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]&lt;br /&gt;
* Rework HUD &amp;amp; 3D Cockpits&lt;br /&gt;
* Strangelet's new LODs&lt;br /&gt;
* Ethereal walker's ship/weapons pack&lt;br /&gt;
* Stats rebalance&lt;br /&gt;
** See [[Development:Rebalance]] for detailed task list and information&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6190 Rebalance Countdown] forums thread&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3806 Announcement and discussion in the forum]&lt;br /&gt;
* Re-working cargo organization?&lt;br /&gt;
* Mine fields (just a minefield unit + AI script)&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
* readme, sys requirements, and installation instructions for each release&lt;br /&gt;
* player guide update for each release&lt;br /&gt;
* Vega Strike universe information:&lt;br /&gt;
** Complete Ships list.&lt;br /&gt;
** Complete histories.&lt;br /&gt;
* Forum consolidation (Development, Artwork, Feature Requests) (Help and Bug Reports)&lt;br /&gt;
* Move forum to phbb3&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[FAQ:Feature Requests]]&lt;br /&gt;
* [[Vegastrike:Features]]&lt;br /&gt;
* [[Development:Spaceflight]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18058</id>
		<title>Development:Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18058"/>
				<updated>2011-03-08T07:14:03Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Data and Artwork */ Add minefields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This article is a work in progress, and is intended to become a centralized list of what we want to see for each release, how it can be accomplished, and who is planning to work on it.&lt;br /&gt;
&lt;br /&gt;
General roadmap discussion should occur on the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=27 Developer Focus Forum]. The wiki [[Talk:Development:Roadmap|talk page]] may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.&lt;br /&gt;
&lt;br /&gt;
=Roadmap=&lt;br /&gt;
&lt;br /&gt;
==0.4.3==&lt;br /&gt;
[[Development:Roadmap:0.4.4|Road map to v0.4.4]]&lt;br /&gt;
&lt;br /&gt;
==0.5.0==&lt;br /&gt;
[[Development:Roadmap:0.5.0|Road map to v0.5.0]]&lt;br /&gt;
&lt;br /&gt;
==0.6.0==&lt;br /&gt;
[[Development:Roadmap:0.6.0|Road map to v0.6.0]]&lt;br /&gt;
&lt;br /&gt;
==0.7.0 to 1.0.0 ==&lt;br /&gt;
Roadmap is not yet available.&lt;br /&gt;
&lt;br /&gt;
=Unscheduled Topics and Tasks=&lt;br /&gt;
&lt;br /&gt;
==Bugfixing==&lt;br /&gt;
* [http://sourceforge.net/tracker/?group_id=19507&amp;amp;atid=119507 Sourceforge Bug Tracker]&lt;br /&gt;
* The economic system needs a review (see [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=10597 forum thread])&lt;br /&gt;
Bugs reported through the forum:&lt;br /&gt;
* In in system defend missions, the type of enemy ship didn't seem to display, it just had an extra space in the mission description (should have said Redeemer)&lt;br /&gt;
* Javelin rockets cost 30,000 credits a piece. Should be more like 30 credits I think.&lt;br /&gt;
* Finally, in the output after I quit, there were about 50 python traceback warnings about not finding a cultivator.stock entry in units.csv. maybe one should be added, although it's probably not vital. Peace out all.&lt;br /&gt;
* In some cases ship travels through stars.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
* (''ace123'') Multi-player support beta&lt;br /&gt;
* Server list support, ala Quake&lt;br /&gt;
** See [[Development:Network]]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3895 what would you like to see in the vegastrike multiplayer?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3632 Multiplayer questions?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2176 multiplayer concerns]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6930 if VS does go multiplayer...]&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&lt;br /&gt;
* Get mac building under a unified central build file (if it doesn't use ./configure) &lt;br /&gt;
* Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.&lt;br /&gt;
* Fix multi-ship ownership loopholes.&lt;br /&gt;
* Faction level AI (or at least the imitation of one) &lt;br /&gt;
* Cubemap environment to replace sphere meshes [DONE]&lt;br /&gt;
* Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.&lt;br /&gt;
* Implement [http://www.ogre3d.org/ OGRE] as the rendering backend&lt;br /&gt;
**See [[Development:Ogre]]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 Graphic engine and graphic technologies] forums thread&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6032 Ogre interface framework] forums thread&lt;br /&gt;
* High Dynamic Range Lighting (HDRL)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3436 forum thread]&lt;br /&gt;
* Fine-tuning SPEC&lt;br /&gt;
** Forum threads &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2709 SPEC drive changes] (thread started by pincushionman) &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3482 spec system]&lt;br /&gt;
* Inter-system SPEC travel (''without'' jump nodes)&lt;br /&gt;
* Keyboard remap&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3445 Keyboard Bindings] (thread started by [[User:Silverain|Silverain]])&lt;br /&gt;
** See [[Manual:Keyboard layout]] for graphics/templates for new bindings&lt;br /&gt;
** See [[Manual:Config:Advanced]] for the binding-syntax in the config file&lt;br /&gt;
*A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated  [ This may already have been done in 0.5,  Verification?]&lt;br /&gt;
**Benefit: Improved ship spawn distances/locations&lt;br /&gt;
* Space dust&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4904 A forum discussion on the pros and cons of space debris and other means to get a feeling for speed]&lt;br /&gt;
* Phasing out all XMESH files&lt;br /&gt;
* Bump mapping [DONE - needs texturing work]&lt;br /&gt;
* Seamless planetary flight&lt;br /&gt;
* Upgrades&lt;br /&gt;
** user-warehouse for intermediate part storage&lt;br /&gt;
** selection interface for activating/deactivating parts&lt;br /&gt;
** fix displaying of irrelevant stats&lt;br /&gt;
** decouple tags and names, more tag types&lt;br /&gt;
*Debris Fields&lt;br /&gt;
*Run-time changeable configuration option and key-binding infrastructure&lt;br /&gt;
*In-flight map improvement&lt;br /&gt;
* Support full expressivity of BFXM animations&lt;br /&gt;
* Install time generation of all BSP files&lt;br /&gt;
* Videos of system or battles in the news&lt;br /&gt;
* Salvage-marker buoy would be a nice wrinkle to salvage economics&lt;br /&gt;
&lt;br /&gt;
==Python==&lt;br /&gt;
&lt;br /&gt;
* Make jump point wire frames HUD only. Allow for selective disabling/enabling of jump point wire frame representations via python. &lt;br /&gt;
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships). &lt;br /&gt;
* Flesh out storyline / Devise more story-based missions&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)&lt;br /&gt;
* (''ace123'') Fixing the ugly mission class (things that would change are the functions &amp;quot;VS.terminateMission&amp;quot; and &amp;quot;Director.Mission.__init__&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Data and Artwork==&lt;br /&gt;
&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Cockpit graphics for all units.&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Supplement missing cargo graphics and improvement of low-quality cargo graphics&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of space backgrounds&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of some low-quality star images&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New ship HUD images (see: [[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=98173 cockpit HUD shields and armor]])&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' moons around planets&lt;br /&gt;
* New logo/icons&lt;br /&gt;
**See [[Development:Logos &amp;amp; Signage]]&lt;br /&gt;
&amp;lt;!-- Old Logo Links:&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3815 st_jack's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3207 Strangelet's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3563 Pixel Sage's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3486 ommadawn's New Icon]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3411 workign on some new logos for VS] --&amp;gt;&lt;br /&gt;
* Fixers, fixers, and more fixers&lt;br /&gt;
* Improved planet textures (Higher quality/Fractal Enhanced?)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3543 Auto-Enhancing Textures]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1970 Fractal Generation System]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]&lt;br /&gt;
* Rework HUD &amp;amp; 3D Cockpits&lt;br /&gt;
* Strangelet's new LODs&lt;br /&gt;
* Ethereal walker's ship/weapons pack&lt;br /&gt;
* Stats rebalance&lt;br /&gt;
** See [[Development:Rebalance]] for detailed task list and information&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6190 Rebalance Countdown] forums thread&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3806 Announcement and discussion in the forum]&lt;br /&gt;
* Re-working cargo organization?&lt;br /&gt;
* Mine fields (just a minefield unit + AI script)&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
* readme, sys requirements, and installation instructions for each release&lt;br /&gt;
* player guide update for each release&lt;br /&gt;
* Vega Strike universe information:&lt;br /&gt;
** Complete Ships list.&lt;br /&gt;
** Complete histories.&lt;br /&gt;
* Forum consolidation (Development, Artwork, Feature Requests) (Help and Bug Reports)&lt;br /&gt;
* Move forum to phbb3&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[FAQ:Feature Requests]]&lt;br /&gt;
* [[Vegastrike:Features]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18057</id>
		<title>Development:Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18057"/>
				<updated>2011-03-08T07:12:52Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Engine */ Mark bump mapping done, needs textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This article is a work in progress, and is intended to become a centralized list of what we want to see for each release, how it can be accomplished, and who is planning to work on it.&lt;br /&gt;
&lt;br /&gt;
General roadmap discussion should occur on the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=27 Developer Focus Forum]. The wiki [[Talk:Development:Roadmap|talk page]] may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.&lt;br /&gt;
&lt;br /&gt;
=Roadmap=&lt;br /&gt;
&lt;br /&gt;
==0.4.3==&lt;br /&gt;
[[Development:Roadmap:0.4.4|Road map to v0.4.4]]&lt;br /&gt;
&lt;br /&gt;
==0.5.0==&lt;br /&gt;
[[Development:Roadmap:0.5.0|Road map to v0.5.0]]&lt;br /&gt;
&lt;br /&gt;
==0.6.0==&lt;br /&gt;
[[Development:Roadmap:0.6.0|Road map to v0.6.0]]&lt;br /&gt;
&lt;br /&gt;
==0.7.0 to 1.0.0 ==&lt;br /&gt;
Roadmap is not yet available.&lt;br /&gt;
&lt;br /&gt;
=Unscheduled Topics and Tasks=&lt;br /&gt;
&lt;br /&gt;
==Bugfixing==&lt;br /&gt;
* [http://sourceforge.net/tracker/?group_id=19507&amp;amp;atid=119507 Sourceforge Bug Tracker]&lt;br /&gt;
* The economic system needs a review (see [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=10597 forum thread])&lt;br /&gt;
Bugs reported through the forum:&lt;br /&gt;
* In in system defend missions, the type of enemy ship didn't seem to display, it just had an extra space in the mission description (should have said Redeemer)&lt;br /&gt;
* Javelin rockets cost 30,000 credits a piece. Should be more like 30 credits I think.&lt;br /&gt;
* Finally, in the output after I quit, there were about 50 python traceback warnings about not finding a cultivator.stock entry in units.csv. maybe one should be added, although it's probably not vital. Peace out all.&lt;br /&gt;
* In some cases ship travels through stars.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
* (''ace123'') Multi-player support beta&lt;br /&gt;
* Server list support, ala Quake&lt;br /&gt;
** See [[Development:Network]]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3895 what would you like to see in the vegastrike multiplayer?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3632 Multiplayer questions?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2176 multiplayer concerns]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6930 if VS does go multiplayer...]&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&lt;br /&gt;
* Get mac building under a unified central build file (if it doesn't use ./configure) &lt;br /&gt;
* Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.&lt;br /&gt;
* Fix multi-ship ownership loopholes.&lt;br /&gt;
* Faction level AI (or at least the imitation of one) &lt;br /&gt;
* Cubemap environment to replace sphere meshes [DONE]&lt;br /&gt;
* Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.&lt;br /&gt;
* Implement [http://www.ogre3d.org/ OGRE] as the rendering backend&lt;br /&gt;
**See [[Development:Ogre]]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 Graphic engine and graphic technologies] forums thread&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6032 Ogre interface framework] forums thread&lt;br /&gt;
* High Dynamic Range Lighting (HDRL)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3436 forum thread]&lt;br /&gt;
* Fine-tuning SPEC&lt;br /&gt;
** Forum threads &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2709 SPEC drive changes] (thread started by pincushionman) &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3482 spec system]&lt;br /&gt;
* Inter-system SPEC travel (''without'' jump nodes)&lt;br /&gt;
* Keyboard remap&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3445 Keyboard Bindings] (thread started by [[User:Silverain|Silverain]])&lt;br /&gt;
** See [[Manual:Keyboard layout]] for graphics/templates for new bindings&lt;br /&gt;
** See [[Manual:Config:Advanced]] for the binding-syntax in the config file&lt;br /&gt;
*A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated  [ This may already have been done in 0.5,  Verification?]&lt;br /&gt;
**Benefit: Improved ship spawn distances/locations&lt;br /&gt;
* Space dust&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4904 A forum discussion on the pros and cons of space debris and other means to get a feeling for speed]&lt;br /&gt;
* Phasing out all XMESH files&lt;br /&gt;
* Bump mapping [DONE - needs texturing work]&lt;br /&gt;
* Seamless planetary flight&lt;br /&gt;
* Upgrades&lt;br /&gt;
** user-warehouse for intermediate part storage&lt;br /&gt;
** selection interface for activating/deactivating parts&lt;br /&gt;
** fix displaying of irrelevant stats&lt;br /&gt;
** decouple tags and names, more tag types&lt;br /&gt;
*Debris Fields&lt;br /&gt;
*Run-time changeable configuration option and key-binding infrastructure&lt;br /&gt;
*In-flight map improvement&lt;br /&gt;
* Support full expressivity of BFXM animations&lt;br /&gt;
* Install time generation of all BSP files&lt;br /&gt;
* Videos of system or battles in the news&lt;br /&gt;
* Salvage-marker buoy would be a nice wrinkle to salvage economics&lt;br /&gt;
&lt;br /&gt;
==Python==&lt;br /&gt;
&lt;br /&gt;
* Make jump point wire frames HUD only. Allow for selective disabling/enabling of jump point wire frame representations via python. &lt;br /&gt;
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships). &lt;br /&gt;
* Flesh out storyline / Devise more story-based missions&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)&lt;br /&gt;
* (''ace123'') Fixing the ugly mission class (things that would change are the functions &amp;quot;VS.terminateMission&amp;quot; and &amp;quot;Director.Mission.__init__&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Data and Artwork==&lt;br /&gt;
&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Cockpit graphics for all units.&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Supplement missing cargo graphics and improvement of low-quality cargo graphics&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of space backgrounds&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of some low-quality star images&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New ship HUD images (see: [[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=98173 cockpit HUD shields and armor]])&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' moons around planets&lt;br /&gt;
* New logo/icons&lt;br /&gt;
**See [[Development:Logos &amp;amp; Signage]]&lt;br /&gt;
&amp;lt;!-- Old Logo Links:&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3815 st_jack's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3207 Strangelet's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3563 Pixel Sage's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3486 ommadawn's New Icon]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3411 workign on some new logos for VS] --&amp;gt;&lt;br /&gt;
* Fixers, fixers, and more fixers&lt;br /&gt;
* Improved planet textures (Higher quality/Fractal Enhanced?)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3543 Auto-Enhancing Textures]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1970 Fractal Generation System]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]&lt;br /&gt;
* Rework HUD &amp;amp; 3D Cockpits&lt;br /&gt;
* Strangelet's new LODs&lt;br /&gt;
* Ethereal walker's ship/weapons pack&lt;br /&gt;
* Stats rebalance&lt;br /&gt;
** See [[Development:Rebalance]] for detailed task list and information&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6190 Rebalance Countdown] forums thread&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3806 Announcement and discussion in the forum]&lt;br /&gt;
* Re-working cargo organization?&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
* readme, sys requirements, and installation instructions for each release&lt;br /&gt;
* player guide update for each release&lt;br /&gt;
* Vega Strike universe information:&lt;br /&gt;
** Complete Ships list.&lt;br /&gt;
** Complete histories.&lt;br /&gt;
* Forum consolidation (Development, Artwork, Feature Requests) (Help and Bug Reports)&lt;br /&gt;
* Move forum to phbb3&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[FAQ:Feature Requests]]&lt;br /&gt;
* [[Vegastrike:Features]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18056</id>
		<title>Development:Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap&amp;diff=18056"/>
				<updated>2011-03-08T07:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Engine */ mark cubemaps done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This article is a work in progress, and is intended to become a centralized list of what we want to see for each release, how it can be accomplished, and who is planning to work on it.&lt;br /&gt;
&lt;br /&gt;
General roadmap discussion should occur on the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=27 Developer Focus Forum]. The wiki [[Talk:Development:Roadmap|talk page]] may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.&lt;br /&gt;
&lt;br /&gt;
=Roadmap=&lt;br /&gt;
&lt;br /&gt;
==0.4.3==&lt;br /&gt;
[[Development:Roadmap:0.4.4|Road map to v0.4.4]]&lt;br /&gt;
&lt;br /&gt;
==0.5.0==&lt;br /&gt;
[[Development:Roadmap:0.5.0|Road map to v0.5.0]]&lt;br /&gt;
&lt;br /&gt;
==0.6.0==&lt;br /&gt;
[[Development:Roadmap:0.6.0|Road map to v0.6.0]]&lt;br /&gt;
&lt;br /&gt;
==0.7.0 to 1.0.0 ==&lt;br /&gt;
Roadmap is not yet available.&lt;br /&gt;
&lt;br /&gt;
=Unscheduled Topics and Tasks=&lt;br /&gt;
&lt;br /&gt;
==Bugfixing==&lt;br /&gt;
* [http://sourceforge.net/tracker/?group_id=19507&amp;amp;atid=119507 Sourceforge Bug Tracker]&lt;br /&gt;
* The economic system needs a review (see [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=10597 forum thread])&lt;br /&gt;
Bugs reported through the forum:&lt;br /&gt;
* In in system defend missions, the type of enemy ship didn't seem to display, it just had an extra space in the mission description (should have said Redeemer)&lt;br /&gt;
* Javelin rockets cost 30,000 credits a piece. Should be more like 30 credits I think.&lt;br /&gt;
* Finally, in the output after I quit, there were about 50 python traceback warnings about not finding a cultivator.stock entry in units.csv. maybe one should be added, although it's probably not vital. Peace out all.&lt;br /&gt;
* In some cases ship travels through stars.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
* (''ace123'') Multi-player support beta&lt;br /&gt;
* Server list support, ala Quake&lt;br /&gt;
** See [[Development:Network]]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3895 what would you like to see in the vegastrike multiplayer?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3632 Multiplayer questions?]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2176 multiplayer concerns]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6930 if VS does go multiplayer...]&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&lt;br /&gt;
* Get mac building under a unified central build file (if it doesn't use ./configure) &lt;br /&gt;
* Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.&lt;br /&gt;
* Fix multi-ship ownership loopholes.&lt;br /&gt;
* Faction level AI (or at least the imitation of one) &lt;br /&gt;
* Cubemap environment to replace sphere meshes [DONE]&lt;br /&gt;
* Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.&lt;br /&gt;
* Implement [http://www.ogre3d.org/ OGRE] as the rendering backend&lt;br /&gt;
**See [[Development:Ogre]]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 Graphic engine and graphic technologies] forums thread&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6032 Ogre interface framework] forums thread&lt;br /&gt;
* High Dynamic Range Lighting (HDRL)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3436 forum thread]&lt;br /&gt;
* Fine-tuning SPEC&lt;br /&gt;
** Forum threads &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2709 SPEC drive changes] (thread started by pincushionman) &amp;lt;BR/&amp;gt;[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3482 spec system]&lt;br /&gt;
* Inter-system SPEC travel (''without'' jump nodes)&lt;br /&gt;
* Keyboard remap&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3445 Keyboard Bindings] (thread started by [[User:Silverain|Silverain]])&lt;br /&gt;
** See [[Manual:Keyboard layout]] for graphics/templates for new bindings&lt;br /&gt;
** See [[Manual:Config:Advanced]] for the binding-syntax in the config file&lt;br /&gt;
*A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated  [ This may already have been done in 0.5,  Verification?]&lt;br /&gt;
**Benefit: Improved ship spawn distances/locations&lt;br /&gt;
* Space dust&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4904 A forum discussion on the pros and cons of space debris and other means to get a feeling for speed]&lt;br /&gt;
* Phasing out all XMESH files&lt;br /&gt;
* Bump mapping (req. small engine rewrite? or [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 transition to another rendering engine?])&lt;br /&gt;
* Seamless planetary flight&lt;br /&gt;
* Upgrades&lt;br /&gt;
** user-warehouse for intermediate part storage&lt;br /&gt;
** selection interface for activating/deactivating parts&lt;br /&gt;
** fix displaying of irrelevant stats&lt;br /&gt;
** decouple tags and names, more tag types&lt;br /&gt;
*Debris Fields&lt;br /&gt;
*Run-time changeable configuration option and key-binding infrastructure&lt;br /&gt;
*In-flight map improvement&lt;br /&gt;
* Support full expressivity of BFXM animations&lt;br /&gt;
* Install time generation of all BSP files&lt;br /&gt;
* Videos of system or battles in the news&lt;br /&gt;
* Salvage-marker buoy would be a nice wrinkle to salvage economics&lt;br /&gt;
&lt;br /&gt;
==Python==&lt;br /&gt;
&lt;br /&gt;
* Make jump point wire frames HUD only. Allow for selective disabling/enabling of jump point wire frame representations via python. &lt;br /&gt;
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships). &lt;br /&gt;
* Flesh out storyline / Devise more story-based missions&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)&lt;br /&gt;
* (''ace123'') Fixing the ugly mission class (things that would change are the functions &amp;quot;VS.terminateMission&amp;quot; and &amp;quot;Director.Mission.__init__&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Data and Artwork==&lt;br /&gt;
&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Cockpit graphics for all units.&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Supplement missing cargo graphics and improvement of low-quality cargo graphics&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of space backgrounds&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Improvement of some low-quality star images&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' New ship HUD images (see: [[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=98173 cockpit HUD shields and armor]])&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' moons around planets&lt;br /&gt;
* New logo/icons&lt;br /&gt;
**See [[Development:Logos &amp;amp; Signage]]&lt;br /&gt;
&amp;lt;!-- Old Logo Links:&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3815 st_jack's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3207 Strangelet's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3563 Pixel Sage's Logo Proposal]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3486 ommadawn's New Icon]&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3411 workign on some new logos for VS] --&amp;gt;&lt;br /&gt;
* Fixers, fixers, and more fixers&lt;br /&gt;
* Improved planet textures (Higher quality/Fractal Enhanced?)&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3543 Auto-Enhancing Textures]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1970 Fractal Generation System]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]&lt;br /&gt;
* Rework HUD &amp;amp; 3D Cockpits&lt;br /&gt;
* Strangelet's new LODs&lt;br /&gt;
* Ethereal walker's ship/weapons pack&lt;br /&gt;
* Stats rebalance&lt;br /&gt;
** See [[Development:Rebalance]] for detailed task list and information&lt;br /&gt;
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6190 Rebalance Countdown] forums thread&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3806 Announcement and discussion in the forum]&lt;br /&gt;
* Re-working cargo organization?&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
* readme, sys requirements, and installation instructions for each release&lt;br /&gt;
* player guide update for each release&lt;br /&gt;
* Vega Strike universe information:&lt;br /&gt;
** Complete Ships list.&lt;br /&gt;
** Complete histories.&lt;br /&gt;
* Forum consolidation (Development, Artwork, Feature Requests) (Help and Bug Reports)&lt;br /&gt;
* Move forum to phbb3&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[FAQ:Feature Requests]]&lt;br /&gt;
* [[Vegastrike:Features]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Joystick&amp;diff=18055</id>
		<title>Manual:Config:Advanced:Bindings:Joystick</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Joystick&amp;diff=18055"/>
				<updated>2011-03-07T18:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: Fixed config snippets which had comments between vssetup markers (forbidden)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Joystick}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Joystick Configuration==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different joystick configurations, showing how each button has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Joystick Configuration matches your joystick, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
===JOYSTICK: bind===&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt; - for which player is the command specified? (this is useful when you have more than one joystick that you wish to configure for the same user)&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - Number of the button on the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - {{Fixme}} ''? no clue ?''&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
===JOYSTICK: axis===&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - Name of the axis (in the game) to bind (&amp;lt;code&amp;gt;x,y,z,throttle&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of axis of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;inverse&amp;lt;/code&amp;gt; - Set this to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if you want to inverse the axis direction and to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; if not.&lt;br /&gt;
&lt;br /&gt;
===ANALOG COOLIHAT/HATSWITCH===&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=17017#17017 forum link 1]&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.15&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.6&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.19&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once defined, analog hatswitches have their own number, and their &amp;quot;buttons&amp;quot; (positions) are defined independently of joysticks.  When creating your &amp;lt;nowiki&amp;gt;&amp;lt;bind&amp;gt;&amp;lt;/nowiki&amp;gt; tags, make sure you do not specify a joystick number (e.g. ''joystick=&amp;quot;0&amp;quot;''); this will bind buttons on the joystick rather than positions on the hatswitch.&lt;br /&gt;
&lt;br /&gt;
'' '''Note:''' Analog hatswitch support is not working as of the Vega Strike 0.4.3 release.  This has been fixed in the CVS tree as of 2005-07-30.  To add analog hatswitch support to Vega Strike 0.4.3, check out the &amp;quot;vegastrike_0_4_3&amp;quot; tag, then update the &amp;quot;in_sdl.cpp&amp;quot; file to CVS version 1.30.''&lt;br /&gt;
&lt;br /&gt;
===DIGITAL COOLIHAT/HATSWITCH===&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=17017#17017 forum link]&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;ABKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;digital-hatswitch&amp;lt;/code&amp;gt; - Number of the digital hatswitch.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; - Direction (-button) of digital hatswitch.&lt;br /&gt;
**Possible values: &amp;quot;center&amp;quot;, &amp;quot;up&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;down&amp;quot;, &amp;quot;rightup&amp;quot;, &amp;quot;rightdown&amp;quot;, &amp;quot;leftup&amp;quot;, &amp;quot;leftdown&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
'' '''Note:''' Digital hatswitches will &amp;quot;chord&amp;quot;.  If you supply commands for &amp;quot;left&amp;quot;, &amp;quot;up&amp;quot;, and &amp;quot;leftup&amp;quot;, moving the hatswitch to the upper left will activate all three commands.''&lt;br /&gt;
&lt;br /&gt;
'' '''Note (2):''' Digital hatswitch support is disabled by default in the CVS tree.  To enable it, edit your vegastrike.config and set &amp;quot;debug_digital_hatswitch&amp;quot; to &amp;quot;true&amp;quot;.  Be warned that this will send lots of debugging text to the console.  Also, you cannot currently bind commands to &amp;quot;center&amp;quot;.  Both bugs have been submitted with a patch and may be resolved soon.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DIGITAL AXES/D-PAD AS HATSWITCH===&lt;br /&gt;
This can allow one to use a (usually digital) axis such as a D-Pad as button commands, such as camera keys, etc.&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
In &amp;lt;axis&amp;gt; tags:&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of the joystick axes for up/down and left/right.&lt;br /&gt;
* &amp;lt;code&amp;gt;margin&amp;lt;/code&amp;gt; - basically, you want this to include 1.0 and -1.0, but not 0.0 when adding hatswitch-value +/- margin&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - 0=down/left, 1=up/right&lt;br /&gt;
In &amp;lt;bind&amp;gt; tags:&lt;br /&gt;
* &amp;lt;code&amp;gt;hatswitch&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nr&amp;lt;/code&amp;gt; - Number of the two defined &amp;quot;hatswitches&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - 0=down/left, 1=up/right&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
==Joystick Examples==&lt;br /&gt;
'''Please insert your working configs here.'''&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Force Feedback Pro ===&lt;br /&gt;
(may work for other sidewinder-joysticks as well)&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_ffp&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ffp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_ffp Microsoft SideWinder Force Feedback Pro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_ffp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file. If you modify it, be sure not to include comments between vssetup makers (#joy_ffp and #end), as that will break it.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Attention: This bindings may not work under linux ... at least it doesn't for me since i switched. Help is always welcome.''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:Microsoft SideWinder Force Feedback Pro:BEGIN--&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ffp --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;  &amp;lt;!-- stick:fire key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;          &amp;lt;!-- stick:left key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;           &amp;lt;!-- stick:top right key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;       &amp;lt;!-- stick:bottom right key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;               &amp;lt;!-- socket:&amp;quot;A&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;           &amp;lt;!-- socket:&amp;quot;B&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;          &amp;lt;!-- socket:&amp;quot;C&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;            &amp;lt;!-- socket:&amp;quot;D&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;          &amp;lt;!-- not used? --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;            &amp;lt;!-- socket:shift key --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ffp --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;x&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &amp;lt;!-- stick:left/right --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;y&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &amp;lt;!-- stick:up/down --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;z&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;  &amp;lt;!-- stick:roll left/right --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; not working in 0.4.x --&amp;gt;   &amp;lt;!-- socket:throttle --&amp;gt;&lt;br /&gt;
 &amp;lt;!--vvv throttle axis vvvv--&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.25&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt; &amp;lt;!-- socket:throttle --&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-0.5&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;0.5&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- throttle-bindings:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ffp --&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- throttle-bindings:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- hatswitch:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ffp --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot;     command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot;   command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot;  command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot;   command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- hatswitch:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:Microsoft SideWinder Force Feedback Pro:END--&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Force Feedback 2 (USB) ===&lt;br /&gt;
&lt;br /&gt;
==== Linux 2.4 ====&lt;br /&gt;
:''(tested kernels: 2.4.27)''&lt;br /&gt;
&lt;br /&gt;
This model shows up in Linux as having 11 axes and 20 buttons, but only nine buttons and six axes are used, two of which are for the pseudo-analog hatstick (which is really effectively digital).&lt;br /&gt;
&lt;br /&gt;
The hatswitch configuration is special here.  The configuration below uses a &amp;quot;return to center&amp;quot; system, where releasing the hatswitch returns to standard cockpit view.  Hence, the obvious way would be to define a centered axis (0) as returning to Cockpit::Inside.  But when this was defined for ''both'' axes, it didn't work; pressing left or right would only flicker in that direction, instantly returning to center even if the hatswitch was held.  This is because ''horizontal'' movement of the hatswitch (away from center) somehow also triggers ''vertical'' movement events, even if the vertical axis has not changed.  The vertical centering was cancelling out the left-right movement.&lt;br /&gt;
&lt;br /&gt;
By defining the return-to-center behaviour '''only''' on the horizontal movement, everything works perfectly: Horizontal movement is unimpeded by vertical movement events, and returning the vertical axis to center somehow also triggers a centered horizontal event, returning the view to the inside.  The cause of this inconsistency is unknown, but the effect is exactly as desired.&lt;br /&gt;
&lt;br /&gt;
Once the myriad axes are out of the way, the buttons are exceedingly simple; the first eight buttons (0 through 7) map directly to the stick buttons.  Button #11 is a special virtual button that is &amp;quot;pressed&amp;quot; when the hand leaves the stick (via an optical sensor).  Docking at a space station is the most logical use for this &amp;quot;button&amp;quot;, since that's when the user will want to let go of the joystick anyway; aside from saving a keypress, it's also good for amazing any onlookers with the user's &amp;quot;magic&amp;quot; joystick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;!-- Trigger button (1) and labelled buttons 2 through 8, in order. --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- The special button triggered when the hand leaves the stick. --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- The axes aren't sequential; many are unused. --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
  &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; name=&amp;quot;x&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; name=&amp;quot;y&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot; name=&amp;quot;z&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot; name=&amp;quot;throttle&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Hatswitch left-right movement. --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
  &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;6&amp;quot; name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.5&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;hatswitch value=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
  &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Hatswitch up-down movement. --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
  &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;7&amp;quot; name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.5&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;/axis&amp;gt;&lt;br /&gt;
  &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Linux 2.6 ====&lt;br /&gt;
:''(tested kernels: 2.6.10, 2.6.11, 2.6.12)''&lt;br /&gt;
&lt;br /&gt;
Things become much simpler in Linux 2.6.  The hatswitch is actually recognised as a digital hatswitch, and the virtual &amp;quot;hand off joystick&amp;quot; button becomes button 8, right after the eight physical buttons.  On the other hand, the throttle and twist axes numbers actually move to ''higher'' numbers.  Still, things get simpler overall.&lt;br /&gt;
&lt;br /&gt;
The stick's reported properties vary greatly between kernel versions:&lt;br /&gt;
* '''2.6.10:''' 18 axes, 15 buttons, 1 hat &lt;br /&gt;
* '''2.6.12:''' 12 axes, 9 buttons, 1 hat &lt;br /&gt;
Apparently, the device code is still being worked on, but it seems the detection is getting closer and closer to the truth.&lt;br /&gt;
&lt;br /&gt;
Below is the exact same configuration as above, but adapted for the 2.6 series of kernels:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; name=&amp;quot;x&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; name=&amp;quot;y&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot; name=&amp;quot;z&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;6&amp;quot; name=&amp;quot;throttle&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Precision 2 (USB) ===&lt;br /&gt;
Tested under Windows XP Home. Digital coolihat/hatswitch left un-assigned.&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_msswp2&amp;lt;/code&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_msswp2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_msswp2 Microsoft SideWinder Precision 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_msswp2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   &amp;lt;!-- Joystick:Microsoft SideWinder Precision 2:BEGIN--&amp;gt;&lt;br /&gt;
      &amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- #joy_msswp2 --&amp;gt;&lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;  &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;          &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;       &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;       &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;           &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;           &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;          &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;         &lt;br /&gt;
        &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
      &amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
        &amp;lt;!-- #joy_msswp2 --&amp;gt;&lt;br /&gt;
         &amp;lt;axis name=&amp;quot;x&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;y&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;z&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;  &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot;/&amp;gt; &lt;br /&gt;
        &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;!-- Joystick:Microsoft SideWinder Precision 2:END--&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek Cyborg 3D ===&lt;br /&gt;
 4-axis/8-buttons/1-hatswitch stick + CH pedals on a gameport &lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/forums/viewtopic.php?p=12580#12580&lt;br /&gt;
forum link&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_cyborg3d --&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; player=&amp;quot;0&amp;quot;  button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;2&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;3&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;4&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;5&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;6&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;7&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;8&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;9&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_cyborg3d --&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;!-- &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;2&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- gameport CH pedals:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_cyborg3d --&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- gameport CH pedals:END --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek Cyborg 3DII ===&lt;br /&gt;
This config has only been tested on Linux, but it is likely to work elsewhere.&lt;br /&gt;
&lt;br /&gt;
From: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=8620 (GordonShomway)&lt;br /&gt;
&lt;br /&gt;
I have an old Saitek Cyborg 3DII USB. When I configured the Joystick as &amp;quot;2 axis and throttle&amp;quot; or &amp;quot;3 axis (and throttle)&amp;quot;, the throttle was on the z-axis and the twist on the leaver for the throttle.&lt;br /&gt;
&lt;br /&gt;
In order to fix this I had to change the number of the axis' as follows:&lt;br /&gt;
&lt;br /&gt;
throttle from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
Here is the configuration for &amp;quot;3 axis and throttle&amp;quot;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek AV8R-01 ===&lt;br /&gt;
4 axis/12 button/8-digital hatswitch/2 rotary control/dual throttle.&lt;br /&gt;
&lt;br /&gt;
This is the configuration for pitch/roll on primary axes, yaw on &amp;quot;twist&amp;quot; control, and main throttle on left.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are some good button controls&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestDangerousHostileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissionTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a &amp;quot;sticky&amp;quot; hat control&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add this to make the hat control return to norma view after it is released&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== USB Saitek X45 ===&lt;br /&gt;
 4-axis/7-button/4-hatswitch/2 rotary control, 2 mode switch (M1,M2,M3 and AUX0-1) stick/flight control system.&lt;br /&gt;
&lt;br /&gt;
3 of the 4 hatswitches could be called like buttons. So I configured them for Cockpit Display and Weapon Selection.&lt;br /&gt;
Until now the 2 rotary controls are unused.&lt;br /&gt;
The mode switches are configured for SPEC/cloak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek X45 (4 axis, 7 buttons, 4 hatswitches):BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot;  button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- button 6 is originally intended as Shift button --&amp;gt;&lt;br /&gt;
&amp;lt;!--	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot; /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Joystick: HatSwitch 2 (left) --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;14&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;15&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;16&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseWeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;17&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseMisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ThrottleSystem: HatSwitch 3 (back)--&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;18&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;19&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;20&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;21&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ThrottleSystem: MouseCursorControl (front)--&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;22&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;23&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;24&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;25&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek X45 (4 axis, 25 buttons, 4 hatswitches):END --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Logitech Dual Analog Gamepad ===&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_log_dual_gp&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_log_dual_gp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_log_dual_gp Logitech Dual Analog Gamepad&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_log_dual_gp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_log_dual_gp --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;!-- (Not Working) axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;/--&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The digital pad has axis 4 and 5 and values of -1,0,1 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- They Can be mapped to button imputs as so: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_log_dual_gp --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;!-- One way to use them is for attitude control thrusters for tight docking spaces. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_log_dual_gp --&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ThrustLeft&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;ThrustRight&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;ThrustDown&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ThrustUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The Buttons on this Joypad are clearly marked with numbers --&amp;gt;&lt;br /&gt;
&amp;lt;!--Unfortunately they start with 1 and system starts with 0 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_log_dual_gp --&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; player=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playstation 2 controller (using a USB adaptor commonly available)  ===&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_ps2&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ps2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_ps2 Playstation 2 Joypad&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_ps2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ps2 --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; player=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissionTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This maps the -&lt;br /&gt;
&lt;br /&gt;
Left analogue stick to the attitude controls (Nose - up, down, left, right)&lt;br /&gt;
&lt;br /&gt;
Right analogue stick to roll left and right (I didn't find a useful function for the analogue up / down on this stick so left it out)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R1 shoulder button = Cycle weapon select&lt;br /&gt;
&lt;br /&gt;
R2 shoulder button = Fire selected weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L1 shoulder button = Missile select&lt;br /&gt;
&lt;br /&gt;
L2 shoulder button = Fire selected missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triangle           = Jump drive (if equipped)&lt;br /&gt;
&lt;br /&gt;
Square             = Switch combat mode (between combat speed and unlimited speed)&lt;br /&gt;
&lt;br /&gt;
X                  = Afterburner&lt;br /&gt;
&lt;br /&gt;
O                  = Toggle SPEC drive / Autopilot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dpad (if the analogue light on your pad is off (digital mode) has the same function as the left analogue stick, otherwise -)&lt;br /&gt;
&lt;br /&gt;
Up                 = Accelerate&lt;br /&gt;
&lt;br /&gt;
Down               = Decelerate&lt;br /&gt;
&lt;br /&gt;
L &amp;amp; R              = Cycle all in system targets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select             = Cycle mission target&lt;br /&gt;
&lt;br /&gt;
Start              = Pause&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clicking down on the joysticks&lt;br /&gt;
&lt;br /&gt;
L3 (left joystick) = Cycle left HUD display&lt;br /&gt;
&lt;br /&gt;
R3 (right joystick)= Cycle right HUD display&lt;br /&gt;
&lt;br /&gt;
== Joystick probing ==&lt;br /&gt;
&lt;br /&gt;
If you can't seem to properly bind your various joystick axes, buttons, and hatswitches, your joystick may be reporting its various functions in unexpected ways.  Probing your joystick allows you to test each part of the joystick and see what events it sends to your computer.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
To probe a joystick in Linux, you need the &amp;quot;jstest&amp;quot; utility.  (In Debian, this is part of the &amp;quot;joystick&amp;quot; package.)  Locate your joystick device (typically /dev/js0) and run &amp;quot;jstest&amp;quot; on it while not touching the joystick.  You'll see a series of axis positions and button states.&lt;br /&gt;
&lt;br /&gt;
Once &amp;quot;jstest&amp;quot; is running, grab the joystick and fiddle with whatever function you were unable to bind.  Watch the readout and determine what axis or button your actions are triggering.  With this knowledge, you should be able to use one of the recipes above (or an existing entry in the ''vegastrike.config'' file) to fully map your joystick.&lt;br /&gt;
&lt;br /&gt;
Normally, &amp;quot;jstest&amp;quot; will show all information on a single line and keep updating that line in-place, without scrolling downwards.  If it outputs multiple lines instead of updating the same line, you have a lot of axes and buttons (or a very narrow terminal window).  Some USB joysticks may even output a couple of screens worth of lines without you even touching the joystick.  Ignore everything until it stops scrolling &amp;amp;mdash; it's just the joystick &amp;quot;booting up&amp;quot;.  After that, you can grab the joystick and test as normal.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: If your joystick is at /dev/input/js0, you may need to create a symbolic link as follows: &lt;br /&gt;
'''ln -s /dev/input/js0 /dev/js0'''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* Current [http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data/vegastrike.config vegastrike.config] in SVN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Joystick]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:ATI:R600-R700&amp;diff=17994</id>
		<title>Database:GPUs:ATI:R600-R700</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:ATI:R600-R700&amp;diff=17994"/>
				<updated>2011-02-16T20:31:33Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* glxinfo */ Added mesa 7.1 sample&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Specs at a glance==&lt;br /&gt;
* Unified shaders&lt;br /&gt;
* Vertex Shaders 4.0&lt;br /&gt;
* Pixel Shaders 4.0&lt;br /&gt;
[http://www.x.org/docs/AMD/R6xx_R7xx_3D.pdf]&lt;br /&gt;
&lt;br /&gt;
*normalized and unnormalized coordinates supported&lt;br /&gt;
*NPOT textures supported&lt;br /&gt;
*Full clamp and mipmap support with NPOT textures&lt;br /&gt;
*Limited clamp support with unnormalized coordinates&lt;br /&gt;
[http://www.mail-archive.com/mesa-dev@lists.freedesktop.org/msg02171.html]&lt;br /&gt;
&lt;br /&gt;
==glxinfo==&lt;br /&gt;
*HD3200 (R780G) r600 classic&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
display: :0  screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: SGI&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, &lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, &lt;br /&gt;
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, &lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_INTEL_swap_event&lt;br /&gt;
client glx vendor string: Mesa Project and SGI&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, &lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, &lt;br /&gt;
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, &lt;br /&gt;
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, &lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, &lt;br /&gt;
    GLX_INTEL_swap_event&lt;br /&gt;
GLX version: 1.4&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, &lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, &lt;br /&gt;
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, &lt;br /&gt;
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, &lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, &lt;br /&gt;
    GLX_INTEL_swap_event&lt;br /&gt;
OpenGL vendor string: Advanced Micro Devices, Inc.&lt;br /&gt;
OpenGL renderer string: Mesa DRI R600 (RS780 9610) 20090101  TCL DRI2&lt;br /&gt;
OpenGL version string: 2.1 Mesa 7.9-devel&lt;br /&gt;
OpenGL shading language version string: 1.20&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, &lt;br /&gt;
    GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_program, &lt;br /&gt;
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_imaging, &lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, &lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, &lt;br /&gt;
    GL_ARB_provoking_vertex, GL_ARB_shader_objects, &lt;br /&gt;
    GL_ARB_shading_language_100, GL_ARB_shading_language_120, GL_ARB_shadow, &lt;br /&gt;
    GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp, &lt;br /&gt;
    GL_ARB_texture_compression, GL_ARB_texture_cube_map, &lt;br /&gt;
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, &lt;br /&gt;
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, &lt;br /&gt;
    GL_MESAX_texture_float, GL_ARB_texture_mirrored_repeat, &lt;br /&gt;
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, &lt;br /&gt;
    GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra, &lt;br /&gt;
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, &lt;br /&gt;
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, &lt;br /&gt;
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, &lt;br /&gt;
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, &lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_convolution, GL_EXT_copy_texture, &lt;br /&gt;
    GL_EXT_draw_range_elements, GL_EXT_framebuffer_object, GL_EXT_fog_coord, &lt;br /&gt;
    GL_EXT_gpu_program_parameters, GL_EXT_histogram, GL_EXT_multi_draw_arrays, &lt;br /&gt;
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, &lt;br /&gt;
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, &lt;br /&gt;
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, &lt;br /&gt;
    GL_EXT_secondary_color, GL_EXT_separate_specular_color, &lt;br /&gt;
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, &lt;br /&gt;
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, &lt;br /&gt;
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, &lt;br /&gt;
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine, &lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, &lt;br /&gt;
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, &lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, &lt;br /&gt;
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels, &lt;br /&gt;
    GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3, &lt;br /&gt;
    GL_ATI_texture_mirror_once, GL_ATI_separate_stencil, &lt;br /&gt;
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, &lt;br /&gt;
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, &lt;br /&gt;
    GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos, &lt;br /&gt;
    GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent, &lt;br /&gt;
    GL_NV_packed_depth_stencil, GL_NV_texgen_reflection, &lt;br /&gt;
    GL_NV_texture_rectangle, GL_NV_vertex_program, GL_OES_read_format, &lt;br /&gt;
    GL_SGI_color_matrix, GL_SGI_color_table, GL_SGIS_generate_mipmap, &lt;br /&gt;
    GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, &lt;br /&gt;
    GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*HD3200 (R780G) r600 Gallium&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
display: :0  screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: SGI&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, &lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, &lt;br /&gt;
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, &lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_INTEL_swap_event&lt;br /&gt;
client glx vendor string: Mesa Project and SGI&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, &lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, &lt;br /&gt;
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, &lt;br /&gt;
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, &lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, &lt;br /&gt;
    GLX_INTEL_swap_event&lt;br /&gt;
GLX version: 1.4&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, &lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer, &lt;br /&gt;
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, &lt;br /&gt;
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, &lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, &lt;br /&gt;
    GLX_INTEL_swap_event&lt;br /&gt;
OpenGL vendor string: X.Org&lt;br /&gt;
OpenGL renderer string: Gallium 0.4 on R600 (HD2XXX,HD3XXX)&lt;br /&gt;
OpenGL version string: 2.1 Mesa 7.9-devel&lt;br /&gt;
OpenGL shading language version string: 1.20&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_copy_buffer, GL_ARB_depth_clamp, GL_ARB_depth_texture, &lt;br /&gt;
    GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex, &lt;br /&gt;
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, &lt;br /&gt;
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, &lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_half_float_vertex, &lt;br /&gt;
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture, &lt;br /&gt;
    GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, &lt;br /&gt;
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, &lt;br /&gt;
    GL_ARB_shader_objects, GL_ARB_shading_language_100, &lt;br /&gt;
    GL_ARB_shading_language_120, GL_ARB_shadow, GL_ARB_texture_border_clamp, &lt;br /&gt;
    GL_ARB_texture_compression, GL_ARB_texture_cube_map, &lt;br /&gt;
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine, &lt;br /&gt;
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, &lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, &lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_texture_swizzle, GL_ARB_transpose_matrix, &lt;br /&gt;
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, &lt;br /&gt;
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, &lt;br /&gt;
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, &lt;br /&gt;
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, &lt;br /&gt;
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract, &lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2, &lt;br /&gt;
    GL_EXT_draw_range_elements, GL_EXT_framebuffer_blit, &lt;br /&gt;
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, &lt;br /&gt;
    GL_EXT_fog_coord, GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, &lt;br /&gt;
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, &lt;br /&gt;
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, &lt;br /&gt;
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, &lt;br /&gt;
    GL_EXT_secondary_color, GL_EXT_separate_specular_color, &lt;br /&gt;
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, &lt;br /&gt;
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, &lt;br /&gt;
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, &lt;br /&gt;
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine, &lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, &lt;br /&gt;
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, &lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, &lt;br /&gt;
    GL_EXT_texture_swizzle, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, &lt;br /&gt;
    GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, &lt;br /&gt;
    GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3, &lt;br /&gt;
    GL_ATI_texture_mirror_once, GL_ATI_separate_stencil, &lt;br /&gt;
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, &lt;br /&gt;
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, &lt;br /&gt;
    GL_MESA_pack_invert, GL_MESA_window_pos, GL_NV_blend_square, &lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, &lt;br /&gt;
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4, &lt;br /&gt;
    GL_NV_texture_rectangle, GL_OES_read_format, GL_SGI_color_matrix, &lt;br /&gt;
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, &lt;br /&gt;
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays, &lt;br /&gt;
    GL_OES_EGL_image&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*HD3450 r600 (with this version, MESA 7.1, gl_accelerated_visual must be disabled, and it exhibits white-screen issues)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
IRQ's not enabled, falling back to busy waits: 2 0&lt;br /&gt;
display: :0  screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: SGI&lt;br /&gt;
server glx version string: 1.2&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,&lt;br /&gt;
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample,&lt;br /&gt;
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group&lt;br /&gt;
client glx vendor string: Mesa Project and SGI&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,&lt;br /&gt;
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,&lt;br /&gt;
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,&lt;br /&gt;
    GLX_INTEL_swap_event&lt;br /&gt;
GLX version: 1.2&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,&lt;br /&gt;
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample,&lt;br /&gt;
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group&lt;br /&gt;
OpenGL vendor string: Advanced Micro Devices, Inc.&lt;br /&gt;
OpenGL renderer string: Mesa DRI R600 (RV620 95C5) 20090101  TCL&lt;br /&gt;
OpenGL version string: 2.1 Mesa 7.10.1-devel&lt;br /&gt;
OpenGL shading language version string: 1.20&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_copy_buffer, GL_ARB_depth_clamp, GL_ARB_depth_texture,&lt;br /&gt;
    GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_multisample, GL_ARB_multitexture,&lt;br /&gt;
    GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,&lt;br /&gt;
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,&lt;br /&gt;
    GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow,&lt;br /&gt;
    GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,&lt;br /&gt;
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,&lt;br /&gt;
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,&lt;br /&gt;
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,&lt;br /&gt;
    GL_MESAX_texture_float, GL_ARB_texture_mirrored_repeat,&lt;br /&gt;
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,&lt;br /&gt;
    GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,&lt;br /&gt;
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,&lt;br /&gt;
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,&lt;br /&gt;
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,&lt;br /&gt;
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_copy_texture,&lt;br /&gt;
    GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,&lt;br /&gt;
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,&lt;br /&gt;
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,&lt;br /&gt;
    GL_EXT_secondary_color, GL_EXT_separate_specular_color,&lt;br /&gt;
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,&lt;br /&gt;
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,&lt;br /&gt;
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,&lt;br /&gt;
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels,&lt;br /&gt;
    GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3,&lt;br /&gt;
    GL_ATI_texture_mirror_once, GL_ATI_separate_stencil,&lt;br /&gt;
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,&lt;br /&gt;
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,&lt;br /&gt;
    GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos,&lt;br /&gt;
    GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent,&lt;br /&gt;
    GL_NV_packed_depth_stencil, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_rectangle, GL_NV_vertex_program, GL_OES_read_format,&lt;br /&gt;
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,&lt;br /&gt;
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays,&lt;br /&gt;
    GL_OES_EGL_image&lt;br /&gt;
&lt;br /&gt;
8 GLX Visuals&lt;br /&gt;
    visual  x   bf lv rg d st  colorbuffer  sr ax dp st accumbuffer  ms  cav&lt;br /&gt;
  id dep cl sp  sz l  ci b ro  r  g  b  a F gb bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
0x021 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x022 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x075 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x076 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x077 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x078 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x079 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x06c 32 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 Ncon&lt;br /&gt;
&lt;br /&gt;
8 GLXFBConfigs:&lt;br /&gt;
    visual  x   bf lv rg d st  colorbuffer  sr ax dp st accumbuffer  ms  cav&lt;br /&gt;
  id dep cl sp  sz l  ci b ro  r  g  b  a F gb bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
0x06d 32 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x06e 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x06f 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x070 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x071 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x072 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
0x073 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None&lt;br /&gt;
0x074 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=17965</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=17965"/>
				<updated>2010-12-29T21:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: Moved CineMut stuff to 0.5.2 (pre-release v0.5) and 0.5.3 (final version)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools&lt;br /&gt;
* '''VS Data''' relates to: modifications to art, data, and mission scripts&lt;br /&gt;
* '''Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in &lt;br /&gt;
RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine (done: blockade, dispute, shipyard bomb, slaver, surplus) &lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key was replaced with D.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[OPEN]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family - v0.5&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 0.5&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') CineMut shader family - v1.0&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
* '''[OPEN]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version 1.0&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=17964</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=17964"/>
				<updated>2010-12-29T19:13:19Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* 0.5.1 */ Mark finished SUCSS-related stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools&lt;br /&gt;
* '''VS Data''' relates to: modifications to art, data, and mission scripts&lt;br /&gt;
* '''Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in &lt;br /&gt;
RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine (done: blockade, dispute, shipyard bomb, slaver, surplus) &lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version (Hammer).&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key was replaced with D.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[OPEN]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documentation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17885</id>
		<title>Database:GPUs.nVidia:GF7025</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17885"/>
				<updated>2010-09-16T18:12:24Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* FPS report */  Added screen resolution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 7025 is an onboard GPU of the GF7 family integrated on the nForce chipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.nvidia.com/object/mcp_intel_techspecs.html family details]&lt;br /&gt;
&lt;br /&gt;
Since the chipset handles all, ethernet, audio, graphics, it's common to get audio stutter when heavily overburdenning saturating this GPU.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 2 vertex + 2 pixel shader cores&lt;br /&gt;
* UMA architecture (shared memory)&lt;br /&gt;
&lt;br /&gt;
Compared with the GF7800GT, it has 1/10th its pixel shading thoughput and 1/3rd its vertex processing power.&lt;br /&gt;
&lt;br /&gt;
Compared with the GF6200, it's roughly 75% slower (~65% the speed)&lt;br /&gt;
&lt;br /&gt;
== FPS report ==&lt;br /&gt;
&lt;br /&gt;
My procedure for getting a consistent angle on Earth was to throttle&lt;br /&gt;
to zero immediately upon launching, set the Navigation on Earth and&lt;br /&gt;
turn the nose of the ship so the + for Earth was right in the center&lt;br /&gt;
of the forward radar.  Music and sounds disabled, no background apps&lt;br /&gt;
running.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
 |+ THE FPS REPORT - shaders at revision 12916&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Shading Complexity Performance:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | max_texture_dimension || 256&lt;br /&gt;
 |-&lt;br /&gt;
 | resolution || 1280x1024&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! setting !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | Extreme Shader || 1 &lt;br /&gt;
 |-&lt;br /&gt;
 | Nicest Shader || 1&lt;br /&gt;
 |-&lt;br /&gt;
 | Average Shader || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | Simple Shader || 3&lt;br /&gt;
 |-&lt;br /&gt;
 | Simplest Shader || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | No Shader || 24-36&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 |style=&amp;quot;width:40px&amp;quot;|  ||&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Texture Bandwidth Bottlenecks:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | shader || Simplest&lt;br /&gt;
 |-&lt;br /&gt;
 | resolution || 1280x1024&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! max_texture_dimension !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | 65536 || 5 &lt;br /&gt;
 |-&lt;br /&gt;
 | 2048 || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 1024 || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 512 || 5&lt;br /&gt;
 |} &lt;br /&gt;
&lt;br /&gt;
 |style=&amp;quot;width:40px&amp;quot;|  || &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Geometry Processing Bottlenecks:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | max_texture_dimension || 256&lt;br /&gt;
 |-&lt;br /&gt;
 | shader || Simplest&lt;br /&gt;
 |-&lt;br /&gt;
 | resolution || 1280x1024&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! setting !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | Extreme Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | Very High Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | High Detail || 6&lt;br /&gt;
 |-&lt;br /&gt;
 | Medium Detail || 6&lt;br /&gt;
 |-&lt;br /&gt;
 | Low Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | Retro || 13-16&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
    GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 7025 / NVIDIA nForce 630a/PCI/SSE2&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 180.44&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
    GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
    GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;br /&gt;
120 GLX Visuals&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x31 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x32 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x33 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x34 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x35 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x36 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x37 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x38 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x39 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3b 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3c 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3d 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3e 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3f 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x40 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x41 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x42 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x43 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x44 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x45 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x46 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x47 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x48 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x49 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4a 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4c 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4d 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4e 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x4f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x54 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x55 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x56 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x57 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x5a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x60 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x61 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x62 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x63 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x64 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x65 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x66 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x67 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x68 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x69 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6a 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6b 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6c 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6d 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6e 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6f 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x70 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x71 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x72 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x75 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x76 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x77 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x78 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x79 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7a 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7b 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7c 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7d 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7e 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7f 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x80 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x81 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x82 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x83 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x84 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x85 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x86 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x87 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x88 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x89 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8b 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8c 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8d 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8e 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x90 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x91 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x92 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x93 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x94 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x95 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x96 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
&lt;br /&gt;
179 GLXFBConfigs:&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x99  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9a  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9b  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9c  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9d  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9e  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9f  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa0  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaa  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xab  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xac  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xad  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xae  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaf  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb0  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb2  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb3  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb4  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb5  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb6  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb7  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb8  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xba  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbe  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xca  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xce  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xcf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xda  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdb  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdc  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdd  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xde  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xdf  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe0  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe1  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe2  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe3  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe4  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe5  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe6  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe7  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe8  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xea  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xeb  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xec  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xed  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xee  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xef  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf1  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf2  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf3  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf4  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfa  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xff  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x100  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x101  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x102  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x103  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x104  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x105  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x106  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x107  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x108  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x109  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10a  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10b  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10c  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10d  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10e  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10f  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x110  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x111  0 sg  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x112  0 sg  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x113  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x114  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x115  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x116  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x117  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x118  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x119  0 sg  0  0  0 r  .  .  0  0  0  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11a  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11b  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x11c  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11d  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11e  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11f  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x120  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x121  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x122  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x123  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x124  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x125  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x126  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x127  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x128  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x129  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12a  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12b  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12c  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12d  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12e  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12f  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x130  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x131  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x132  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x133  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x134  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x135  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x136  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x137  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x138  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x139  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13a  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13b  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13c  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13d  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13e  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13f  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x140  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x141  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x142  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x143  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x144  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x145  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x146  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x147  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x148  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x149  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14a  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14b  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17884</id>
		<title>Database:GPUs.nVidia:GF7025</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17884"/>
				<updated>2010-09-16T14:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* FPS report */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 7025 is an onboard GPU of the GF7 family integrated on the nForce chipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.nvidia.com/object/mcp_intel_techspecs.html family details]&lt;br /&gt;
&lt;br /&gt;
Since the chipset handles all, ethernet, audio, graphics, it's common to get audio stutter when heavily overburdenning saturating this GPU.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 2 vertex + 2 pixel shader cores&lt;br /&gt;
* UMA architecture (shared memory)&lt;br /&gt;
&lt;br /&gt;
Compared with the GF7800GT, it has 1/10th its pixel shading thoughput and 1/3rd its vertex processing power.&lt;br /&gt;
&lt;br /&gt;
Compared with the GF6200, it's roughly 75% slower (~65% the speed)&lt;br /&gt;
&lt;br /&gt;
== FPS report ==&lt;br /&gt;
&lt;br /&gt;
My procedure for getting a consistent angle on Earth was to throttle&lt;br /&gt;
to zero immediately upon launching, set the Navigation on Earth and&lt;br /&gt;
turn the nose of the ship so the + for Earth was right in the center&lt;br /&gt;
of the forward radar.  Music and sounds disabled, no background apps&lt;br /&gt;
running.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
 |+ THE FPS REPORT - shaders at revision 12916&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Shading Complexity Performance:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | max_texture_dimension || 256&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! setting !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | Extreme Shader || 1 &lt;br /&gt;
 |-&lt;br /&gt;
 | Nicest Shader || 1&lt;br /&gt;
 |-&lt;br /&gt;
 | Average Shader || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | Simple Shader || 3&lt;br /&gt;
 |-&lt;br /&gt;
 | Simplest Shader || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | No Shader || 24-36&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 |style=&amp;quot;width:40px&amp;quot;|  ||&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Texture Bandwidth Bottlenecks:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | shader || Simplest&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! max_texture_dimension !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | 65536 || 5 &lt;br /&gt;
 |-&lt;br /&gt;
 | 2048 || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 1024 || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 512 || 5&lt;br /&gt;
 |} &lt;br /&gt;
&lt;br /&gt;
 |style=&amp;quot;width:40px&amp;quot;|  || &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Geometry Processing Bottlenecks:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | max_texture_dimension || 256&lt;br /&gt;
 |-&lt;br /&gt;
 | shader || Simplest&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! setting !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | Extreme Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | Very High Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | High Detail || 6&lt;br /&gt;
 |-&lt;br /&gt;
 | Medium Detail || 6&lt;br /&gt;
 |-&lt;br /&gt;
 | Low Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | Retro || 13-16&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
    GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 7025 / NVIDIA nForce 630a/PCI/SSE2&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 180.44&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
    GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
    GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;br /&gt;
120 GLX Visuals&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x31 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x32 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x33 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x34 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x35 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x36 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x37 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x38 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x39 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3b 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3c 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3d 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3e 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3f 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x40 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x41 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x42 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x43 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x44 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x45 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x46 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x47 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x48 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x49 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4a 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4c 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4d 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4e 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x4f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x54 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x55 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x56 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x57 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x5a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x60 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x61 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x62 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x63 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x64 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x65 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x66 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x67 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x68 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x69 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6a 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6b 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6c 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6d 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6e 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6f 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x70 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x71 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x72 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x75 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x76 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x77 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x78 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x79 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7a 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7b 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7c 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7d 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7e 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7f 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x80 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x81 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x82 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x83 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x84 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x85 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x86 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x87 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x88 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x89 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8b 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8c 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8d 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8e 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x90 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x91 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x92 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x93 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x94 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x95 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x96 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
&lt;br /&gt;
179 GLXFBConfigs:&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x99  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9a  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9b  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9c  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9d  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9e  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9f  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa0  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaa  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xab  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xac  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xad  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xae  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaf  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb0  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb2  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb3  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb4  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb5  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb6  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb7  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb8  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xba  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbe  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xca  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xce  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xcf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xda  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdb  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdc  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdd  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xde  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xdf  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe0  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe1  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe2  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe3  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe4  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe5  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe6  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe7  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe8  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xea  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xeb  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xec  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xed  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xee  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xef  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf1  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf2  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf3  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf4  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfa  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xff  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x100  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x101  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x102  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x103  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x104  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x105  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x106  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x107  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x108  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x109  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10a  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10b  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10c  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10d  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10e  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10f  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x110  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x111  0 sg  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x112  0 sg  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x113  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x114  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x115  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x116  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x117  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x118  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x119  0 sg  0  0  0 r  .  .  0  0  0  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11a  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11b  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x11c  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11d  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11e  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11f  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x120  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x121  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x122  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x123  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x124  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x125  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x126  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x127  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x128  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x129  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12a  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12b  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12c  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12d  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12e  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12f  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x130  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x131  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x132  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x133  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x134  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x135  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x136  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x137  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x138  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x139  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13a  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13b  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13c  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13d  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13e  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13f  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x140  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x141  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x142  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x143  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x144  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x145  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x146  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x147  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x148  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x149  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14a  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14b  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17883</id>
		<title>Database:GPUs.nVidia:GF7025</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17883"/>
				<updated>2010-09-16T14:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: FPS report, courtesy of Rattan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 7025 is an onboard GPU of the GF7 family integrated on the nForce chipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.nvidia.com/object/mcp_intel_techspecs.html family details]&lt;br /&gt;
&lt;br /&gt;
Since the chipset handles all, ethernet, audio, graphics, it's common to get audio stutter when heavily overburdenning saturating this GPU.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 2 vertex + 2 pixel shader cores&lt;br /&gt;
* UMA architecture (shared memory)&lt;br /&gt;
&lt;br /&gt;
Compared with the GF7800GT, it has 1/10th its pixel shading thoughput and 1/3rd its vertex processing power.&lt;br /&gt;
&lt;br /&gt;
Compared with the GF6200, it's roughly 75% slower (~65% the speed)&lt;br /&gt;
&lt;br /&gt;
== FPS report ==&lt;br /&gt;
&lt;br /&gt;
THE FPS REPORT&lt;br /&gt;
&lt;br /&gt;
My procedure for getting a consistent angle on Earth was to throttle&lt;br /&gt;
to zero immediately upon launching, set the Navigation on Earth and&lt;br /&gt;
turn the nose of the ship so the + for Earth was right in the center&lt;br /&gt;
of the forward radar.  Music and sounds disabled, no background apps&lt;br /&gt;
running.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Shading Complexity Performance:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | max_texture_dimension || 256&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! setting !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | Extreme Shader || 1 &lt;br /&gt;
 |-&lt;br /&gt;
 | Nicest Shader || 1&lt;br /&gt;
 |-&lt;br /&gt;
 | Average Shader || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | Simple Shader || 3&lt;br /&gt;
 |-&lt;br /&gt;
 | Simplest Shader || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | No Shader || 24-36&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 |style=&amp;quot;width:40px&amp;quot;|  ||&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Texture Bandwidth Bottlenecks:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | shader || Simplest&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! max_texture_dimension !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | 65536 || 5 &lt;br /&gt;
 |-&lt;br /&gt;
 | 2048 || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 1024 || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 512 || 5&lt;br /&gt;
 |} &lt;br /&gt;
&lt;br /&gt;
 |style=&amp;quot;width:40px&amp;quot;|  || &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
 |+ Geometry Processing Bottlenecks:&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''common settings'''&lt;br /&gt;
 |-&lt;br /&gt;
 | max_texture_dimension || 256&lt;br /&gt;
 |-&lt;br /&gt;
 | shader || Simplest&lt;br /&gt;
 |-&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#eee&amp;quot; align=&amp;quot;center&amp;quot; | '''experiment results'''&lt;br /&gt;
 |-&lt;br /&gt;
 ! setting !! FPS&lt;br /&gt;
 |-&lt;br /&gt;
 | Extreme Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | Very High Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | High Detail || 6&lt;br /&gt;
 |-&lt;br /&gt;
 | Medium Detail || 6&lt;br /&gt;
 |-&lt;br /&gt;
 | Low Detail || 5&lt;br /&gt;
 |-&lt;br /&gt;
 | Retro || 13-16&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
    GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 7025 / NVIDIA nForce 630a/PCI/SSE2&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 180.44&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
    GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
    GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;br /&gt;
120 GLX Visuals&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x31 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x32 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x33 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x34 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x35 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x36 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x37 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x38 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x39 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3b 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3c 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3d 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3e 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3f 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x40 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x41 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x42 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x43 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x44 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x45 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x46 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x47 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x48 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x49 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4a 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4c 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4d 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4e 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x4f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x54 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x55 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x56 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x57 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x5a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x60 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x61 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x62 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x63 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x64 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x65 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x66 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x67 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x68 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x69 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6a 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6b 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6c 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6d 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6e 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6f 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x70 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x71 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x72 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x75 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x76 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x77 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x78 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x79 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7a 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7b 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7c 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7d 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7e 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7f 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x80 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x81 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x82 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x83 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x84 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x85 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x86 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x87 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x88 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x89 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8b 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8c 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8d 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8e 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x90 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x91 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x92 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x93 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x94 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x95 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x96 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
&lt;br /&gt;
179 GLXFBConfigs:&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x99  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9a  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9b  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9c  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9d  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9e  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9f  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa0  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaa  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xab  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xac  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xad  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xae  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaf  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb0  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb2  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb3  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb4  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb5  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb6  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb7  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb8  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xba  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbe  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xca  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xce  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xcf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xda  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdb  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdc  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdd  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xde  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xdf  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe0  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe1  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe2  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe3  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe4  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe5  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe6  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe7  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe8  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xea  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xeb  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xec  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xed  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xee  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xef  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf1  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf2  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf3  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf4  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfa  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xff  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x100  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x101  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x102  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x103  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x104  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x105  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x106  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x107  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x108  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x109  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10a  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10b  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10c  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10d  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10e  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10f  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x110  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x111  0 sg  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x112  0 sg  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x113  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x114  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x115  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x116  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x117  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x118  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x119  0 sg  0  0  0 r  .  .  0  0  0  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11a  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11b  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x11c  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11d  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11e  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11f  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x120  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x121  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x122  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x123  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x124  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x125  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x126  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x127  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x128  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x129  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12a  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12b  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12c  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12d  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12e  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12f  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x130  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x131  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x132  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x133  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x134  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x135  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x136  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x137  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x138  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x139  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13a  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13b  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13c  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13d  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13e  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13f  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x140  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x141  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x142  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x143  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x144  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x145  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x146  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x147  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x148  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x149  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14a  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14b  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17882</id>
		<title>Database:GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17882"/>
				<updated>2010-09-15T19:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* The database */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The database ==&lt;br /&gt;
&lt;br /&gt;
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.&lt;br /&gt;
&lt;br /&gt;
A lot of useful info can be found on the wikipedia ([http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units nVidia]|[http://en.wikipedia.org/wiki/Comparison_of_AMD_graphics_processing_units ATI]), this database will focus on what's useful for VS, and documents actual hands-on experience.&lt;br /&gt;
&lt;br /&gt;
=== nVidia ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7025|GeForce 7025 (onboard)]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7|GeForce 7 family]]&lt;br /&gt;
&lt;br /&gt;
=== ATI ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:ATI:Rage|Rage]]&lt;br /&gt;
*Radeon&lt;br /&gt;
**[[Database:GPUs:ATI:R100|R100]]&lt;br /&gt;
**[[Database:GPUs:ATI:R200|R200]]&lt;br /&gt;
**[[Database:GPUs:ATI:R300-R520|R300-R520]]&lt;br /&gt;
**[[Database:GPUs:ATI:R600-R700|R600-R700]]&lt;br /&gt;
**[[Database:GPUs:ATI:Evergreen|Evergreen]]&lt;br /&gt;
&lt;br /&gt;
=== Intel ===&lt;br /&gt;
*[[Database:GPUs:Intel:i915-i945|i915-i945]]&lt;br /&gt;
*[[Database:GPUs:Intel:i965|i965]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17881</id>
		<title>Database:GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17881"/>
				<updated>2010-09-15T19:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* The database */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The database ==&lt;br /&gt;
&lt;br /&gt;
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.&lt;br /&gt;
&lt;br /&gt;
A lot of useful info can be found on the wikipedia ([http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units nVidia]), this database will focus on what's useful for VS, and documents actual hands-on experience.&lt;br /&gt;
&lt;br /&gt;
=== nVidia ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7025|GeForce 7025 (onboard)]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7|GeForce 7 family]]&lt;br /&gt;
&lt;br /&gt;
=== ATI ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:ATI:Rage|Rage]]&lt;br /&gt;
*Radeon&lt;br /&gt;
**[[Database:GPUs:ATI:R100|R100]]&lt;br /&gt;
**[[Database:GPUs:ATI:R200|R200]]&lt;br /&gt;
**[[Database:GPUs:ATI:R300-R520|R300-R520]]&lt;br /&gt;
**[[Database:GPUs:ATI:R600-R700|R600-R700]]&lt;br /&gt;
**[[Database:GPUs:ATI:Evergreen|Evergreen]]&lt;br /&gt;
&lt;br /&gt;
=== Intel ===&lt;br /&gt;
*[[Database:GPUs:Intel:i915-i945|i915-i945]]&lt;br /&gt;
*[[Database:GPUs:Intel:i965|i965]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17880</id>
		<title>Database:GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17880"/>
				<updated>2010-09-15T19:06:44Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* The database */ Link to a similar database in the wikipedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The database ==&lt;br /&gt;
&lt;br /&gt;
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.&lt;br /&gt;
&lt;br /&gt;
A lot of useful info can be found on the [http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units wikipedia], this database will focus on what's useful for VS, and documents actual hands-on experience.&lt;br /&gt;
&lt;br /&gt;
=== nVidia ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7025|GeForce 7025 (onboard)]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7|GeForce 7 family]]&lt;br /&gt;
&lt;br /&gt;
=== ATI ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:ATI:Rage|Rage]]&lt;br /&gt;
*Radeon&lt;br /&gt;
**[[Database:GPUs:ATI:R100|R100]]&lt;br /&gt;
**[[Database:GPUs:ATI:R200|R200]]&lt;br /&gt;
**[[Database:GPUs:ATI:R300-R520|R300-R520]]&lt;br /&gt;
**[[Database:GPUs:ATI:R600-R700|R600-R700]]&lt;br /&gt;
**[[Database:GPUs:ATI:Evergreen|Evergreen]]&lt;br /&gt;
&lt;br /&gt;
=== Intel ===&lt;br /&gt;
*[[Database:GPUs:Intel:i915-i945|i915-i945]]&lt;br /&gt;
*[[Database:GPUs:Intel:i965|i965]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7&amp;diff=17879</id>
		<title>Database:GPUs.nVidia:GF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7&amp;diff=17879"/>
				<updated>2010-09-15T19:03:55Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Specs at a glance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/GeForce_7_Series Wikipedia entry on the GF7 family]&lt;br /&gt;
&lt;br /&gt;
The GF7 family is an incremental enhancement over the GF6. Feature-wise, it's rather similar, except for better HDR support.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 16 textures per pass&lt;br /&gt;
&lt;br /&gt;
Useful comparative table&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ GF7 Family comparison table&lt;br /&gt;
    (''italicised'' values are inferred from other raw power statistics)&lt;br /&gt;
 ! Model   !! ROPs !! Pixel !! Vertex !! Bandwidth !! Fill rate !! Core clock&lt;br /&gt;
 |-&lt;br /&gt;
 | 7200    ||      ||   2   ||   2    || 6.4 GB/s  || 900M px/s || 400Mhz&lt;br /&gt;
 |-&lt;br /&gt;
 | 7500    ||      ||   4   ||   3    || 4.2 GB/s  || 2.2G px/s || 550Mhz&lt;br /&gt;
 |-&lt;br /&gt;
 | 7600    ||      ||  12   ||   5    || 12.8 GB/s || 3.2G px/s || 400Mhz&lt;br /&gt;
 |-&lt;br /&gt;
 | 7800GTX || 16   ||  24   ||   7    || 54.4 GB/s || 8.8G px/s || 550Mhz&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7&amp;diff=17878</id>
		<title>Database:GPUs.nVidia:GF7</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7&amp;diff=17878"/>
				<updated>2010-09-15T18:47:58Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: GF7 family summary page, with comparative table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/GeForce_7_Series Wikipedia entry on the GF7 family]&lt;br /&gt;
&lt;br /&gt;
The GF7 family is an incremental enhancement over the GF6. Feature-wise, it's rather similar, except for better HDR support.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 16 textures per pass&lt;br /&gt;
&lt;br /&gt;
Useful comparative table&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ GF7 Family comparison table&lt;br /&gt;
    (''italicised'' values are inferred from other raw power statistics)&lt;br /&gt;
 ! Model   !! ROPs !! Pixel !! Vertex !! Bandwidth !! Fill rate !! Core clock&lt;br /&gt;
 |-&lt;br /&gt;
 | 7200    ||      ||   2   ||   2    || 6.4 GB/s  || 900M px/s || 400Mhz&lt;br /&gt;
 |-&lt;br /&gt;
 | 7500    ||      || ''4'' ||   2    || 4.2 GB/s  || 2.2G px/s || 550Mhz&lt;br /&gt;
 |-&lt;br /&gt;
 | 7600    ||      || ''8'' ||   4    || 12.8 GB/s || 3.2G px/s || 400Mhz&lt;br /&gt;
 |-&lt;br /&gt;
 | 7800GTX || 16   ||  24   ||   7    || 54.4 GB/s || 8.8G px/s || 550Mhz&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17877</id>
		<title>Database:GPUs.nVidia:GF7025</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17877"/>
				<updated>2010-09-15T18:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Specs at a glance */ Comparison against the GF6200&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 7025 is an onboard GPU of the GF7 family integrated on the nForce chipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.nvidia.com/object/mcp_intel_techspecs.html family details]&lt;br /&gt;
&lt;br /&gt;
Since the chipset handles all, ethernet, audio, graphics, it's common to get audio stutter when heavily overburdenning saturating this GPU.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 2 vertex + 2 pixel shader cores&lt;br /&gt;
* UMA architecture (shared memory)&lt;br /&gt;
&lt;br /&gt;
Compared with the GF7800GT, it has 1/10th its pixel shading thoughput and 1/3rd its vertex processing power.&lt;br /&gt;
&lt;br /&gt;
Compared with the GF6200, it's roughly 75% slower (~65% the speed)&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
    GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 7025 / NVIDIA nForce 630a/PCI/SSE2&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 180.44&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
    GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
    GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;br /&gt;
120 GLX Visuals&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x31 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x32 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x33 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x34 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x35 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x36 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x37 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x38 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x39 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3b 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3c 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3d 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3e 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3f 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x40 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x41 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x42 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x43 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x44 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x45 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x46 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x47 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x48 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x49 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4a 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4c 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4d 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4e 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x4f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x54 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x55 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x56 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x57 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x5a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x60 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x61 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x62 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x63 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x64 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x65 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x66 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x67 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x68 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x69 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6a 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6b 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6c 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6d 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6e 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6f 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x70 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x71 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x72 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x75 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x76 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x77 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x78 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x79 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7a 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7b 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7c 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7d 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7e 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7f 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x80 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x81 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x82 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x83 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x84 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x85 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x86 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x87 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x88 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x89 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8b 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8c 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8d 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8e 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x90 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x91 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x92 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x93 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x94 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x95 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x96 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
&lt;br /&gt;
179 GLXFBConfigs:&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x99  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9a  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9b  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9c  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9d  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9e  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9f  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa0  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaa  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xab  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xac  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xad  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xae  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaf  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb0  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb2  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb3  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb4  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb5  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb6  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb7  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb8  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xba  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbe  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xca  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xce  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xcf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xda  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdb  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdc  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdd  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xde  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xdf  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe0  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe1  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe2  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe3  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe4  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe5  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe6  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe7  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe8  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xea  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xeb  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xec  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xed  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xee  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xef  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf1  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf2  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf3  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf4  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfa  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xff  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x100  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x101  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x102  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x103  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x104  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x105  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x106  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x107  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x108  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x109  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10a  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10b  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10c  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10d  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10e  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10f  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x110  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x111  0 sg  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x112  0 sg  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x113  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x114  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x115  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x116  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x117  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x118  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x119  0 sg  0  0  0 r  .  .  0  0  0  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11a  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11b  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x11c  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11d  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11e  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11f  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x120  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x121  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x122  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x123  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x124  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x125  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x126  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x127  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x128  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x129  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12a  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12b  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12c  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12d  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12e  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12f  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x130  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x131  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x132  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x133  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x134  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x135  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x136  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x137  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x138  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x139  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13a  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13b  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13c  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13d  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13e  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13f  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x140  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x141  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x142  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x143  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x144  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x145  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x146  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x147  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x148  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x149  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14a  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14b  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17876</id>
		<title>Database:GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17876"/>
				<updated>2010-09-15T17:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* nVidia */ Added GF7 family link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The database ==&lt;br /&gt;
&lt;br /&gt;
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.&lt;br /&gt;
&lt;br /&gt;
=== nVidia ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7025|GeForce 7025 (onboard)]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7|GeForce 7 family]]&lt;br /&gt;
&lt;br /&gt;
=== ATI ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:ATI:Rage|Rage]]&lt;br /&gt;
*Radeon&lt;br /&gt;
**[[Database:GPUs:ATI:R100|R100]]&lt;br /&gt;
**[[Database:GPUs:ATI:R200|R200]]&lt;br /&gt;
**[[Database:GPUs:ATI:R300-R520|R300-R520]]&lt;br /&gt;
**[[Database:GPUs:ATI:R600-R700|R600-R700]]&lt;br /&gt;
**[[Database:GPUs:ATI:Evergreen|Evergreen]]&lt;br /&gt;
&lt;br /&gt;
=== Intel ===&lt;br /&gt;
*[[Database:GPUs:Intel:i915-i945|i915-i945]]&lt;br /&gt;
*[[Database:GPUs:Intel:i965|i965]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17875</id>
		<title>Database:GPUs.nVidia:GF7025</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17875"/>
				<updated>2010-09-15T17:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Specs at a glance */ Added shader core count and comparative performance vs other G70 chips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 7025 is an onboard GPU of the GF7 family integrated on the nForce chipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.nvidia.com/object/mcp_intel_techspecs.html family details]&lt;br /&gt;
&lt;br /&gt;
Since the chipset handles all, ethernet, audio, graphics, it's common to get audio stutter when heavily overburdenning saturating this GPU.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
* 2 vertex + 2 pixel shader cores&lt;br /&gt;
* UMA architecture (shared memory)&lt;br /&gt;
&lt;br /&gt;
Compared with the GF7800GT, it has 1/10th its pixel shading thoughput and 1/3rd its vertex processing power.&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
    GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 7025 / NVIDIA nForce 630a/PCI/SSE2&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 180.44&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
    GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
    GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;br /&gt;
120 GLX Visuals&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x31 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x32 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x33 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x34 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x35 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x36 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x37 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x38 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x39 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3b 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3c 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3d 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3e 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3f 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x40 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x41 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x42 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x43 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x44 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x45 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x46 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x47 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x48 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x49 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4a 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4c 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4d 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4e 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x4f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x54 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x55 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x56 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x57 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x5a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x60 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x61 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x62 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x63 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x64 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x65 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x66 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x67 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x68 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x69 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6a 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6b 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6c 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6d 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6e 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6f 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x70 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x71 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x72 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x75 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x76 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x77 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x78 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x79 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7a 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7b 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7c 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7d 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7e 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7f 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x80 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x81 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x82 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x83 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x84 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x85 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x86 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x87 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x88 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x89 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8b 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8c 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8d 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8e 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x90 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x91 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x92 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x93 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x94 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x95 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x96 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
&lt;br /&gt;
179 GLXFBConfigs:&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x99  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9a  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9b  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9c  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9d  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9e  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9f  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa0  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaa  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xab  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xac  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xad  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xae  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaf  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb0  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb2  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb3  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb4  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb5  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb6  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb7  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb8  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xba  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbe  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xca  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xce  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xcf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xda  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdb  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdc  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdd  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xde  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xdf  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe0  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe1  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe2  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe3  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe4  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe5  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe6  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe7  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe8  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xea  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xeb  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xec  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xed  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xee  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xef  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf1  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf2  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf3  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf4  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfa  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xff  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x100  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x101  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x102  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x103  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x104  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x105  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x106  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x107  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x108  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x109  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10a  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10b  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10c  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10d  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10e  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10f  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x110  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x111  0 sg  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x112  0 sg  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x113  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x114  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x115  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x116  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x117  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x118  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x119  0 sg  0  0  0 r  .  .  0  0  0  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11a  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11b  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x11c  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11d  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11e  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11f  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x120  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x121  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x122  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x123  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x124  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x125  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x126  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x127  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x128  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x129  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12a  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12b  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12c  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12d  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12e  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12f  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x130  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x131  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x132  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x133  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x134  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x135  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x136  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x137  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x138  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x139  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13a  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13b  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13c  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13d  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13e  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13f  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x140  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x141  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x142  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x143  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x144  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x145  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x146  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x147  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x148  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x149  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14a  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14b  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17874</id>
		<title>Database:GPUs.nVidia:GF7025</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs.nVidia:GF7025&amp;diff=17874"/>
				<updated>2010-09-13T20:12:49Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: GF7025 (and GF7-based onboard chipsets)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 7025 is an onboard GPU of the GF7 family integrated on the nForce chipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.nvidia.com/object/mcp_intel_techspecs.html family details]&lt;br /&gt;
&lt;br /&gt;
Since the chipset handles all, ethernet, audio, graphics, it's common to get audio stutter when heavily overburdenning saturating this GPU.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Shader model 3.0&lt;br /&gt;
* NPOT textures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
    GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
    GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
    GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 7025 / NVIDIA nForce 630a/PCI/SSE2&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 180.44&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
    GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
    GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
    GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
    GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
    GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
    GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
    GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
    GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
    GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&lt;br /&gt;
120 GLX Visuals&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x24 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x25 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x27 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x29 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2b 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2d 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2e 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x2f 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x30 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x31 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x32 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x33 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x34 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x35 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x36 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x37 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x38 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x39 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3a 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3b 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3c 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x3d 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3e 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x3f 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x40 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x41 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x42 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x43 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x44 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x45 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x46 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x47 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x48 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x49 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4a 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x4b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4c 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4d 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x4e 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x4f 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x50 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x51 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x52 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x53 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x54 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x55 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x56 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x57 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x58 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x59 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x5a 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5b 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5c 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5d 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x5e 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x5f 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x60 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x61 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x62 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x63 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x64 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x65 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x66 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x67 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x68 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x69 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6a 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6b 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6c 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6d 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x6e 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x6f 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x70 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x71 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x23 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x72 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x73 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x74 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x75 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x76 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x77 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x78 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x79 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7a 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7b 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7c 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7d 32 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7e 32 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x7f 32 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x80 32 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x81 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x82 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x83 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x84 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x85 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x86 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x87 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x88 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x89 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8a 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8b 32 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8c 32 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x8d 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8e 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x8f 32 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x90 32 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x91 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x92 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x93 32 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x94 32 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x95 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x96 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
&lt;br /&gt;
179 GLXFBConfigs:&lt;br /&gt;
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav&lt;br /&gt;
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat&lt;br /&gt;
----------------------------------------------------------------------&lt;br /&gt;
0x99  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9a  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9b  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9c  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9d  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9e  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x9f  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa0  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xa1  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa2  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa3  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa4  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xa9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaa  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xab  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xac  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xad  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xae  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xaf  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb0  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb1  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb2  0 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb3  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb4  0 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb5  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb6  0 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb7  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb8  0 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xb9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xba  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xbd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbe  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xbf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xc5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xc9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xca  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcb  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcc  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xcd  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xce  0 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xcf  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd0  0 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd1  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd2  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd3  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd4  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xd5  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd6  0 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd7  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd8  0 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xd9  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xda  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdb  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdc  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xdd  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xde  0 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xdf  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe0  0 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe1  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe2  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe3  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe4  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xe5  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe6  0 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe7  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe8  0 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xe9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xea  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xeb  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xec  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0xed  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xee  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xef  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf0  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf1  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf2  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf3  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf4  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf5  0 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf6  0 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf7  0 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf8  0 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0xf9  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfa  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfb  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfc  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0xfd  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xfe  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0xff  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x100  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x101  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x102  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x103  0 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x104  0 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x105  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x106  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x107  0 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x108  0 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x109  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10a  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10b  0 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10c  0 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x10d  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10e  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  2 1 Ncon&lt;br /&gt;
0x10f  0 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x110  0 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon&lt;br /&gt;
0x111  0 sg  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x112  0 sg  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x113  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x114  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x115  0 sg  0 16  0 r  y  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x116  0 sg  0 16  0 r  .  .  5  6  5  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x117  0 sg  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x118  0 sg  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x119  0 sg  0  0  0 r  .  .  0  0  0  0  4 16  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11a  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11b  0 sg  0  0  0 r  .  .  0  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x11c  0 sg  0 32  0 r  .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11d  0 sg  0 32  0    .  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11e  0 sg  0 32  0 r  y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x11f  0 sg  0 32  0    y  . 16 16  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x120  0 sg  0 32  0 r  .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x121  0 sg  0 32  0    .  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x122  0 sg  0 32  0 r  y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x123  0 sg  0 32  0    y  . 32  0  0  0  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x124  0 sg  0 64  0 r  .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x125  0 sg  0 64  0    .  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x126  0 sg  0 64  0 r  y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x127  0 sg  0 64  0    y  . 16 16 16 16  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x128  0 sg  0 128  0 r  .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x129  0 sg  0 128  0    .  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12a  0 sg  0 128  0 r  y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12b  0 sg  0 128  0    y  . 32 32 32 32  4  0  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12c  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12d  0 sg  0 32  0    .  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12e  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x12f  0 sg  0 32  0    y  . 16 16  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x130  0 sg  0 32  0 r  .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x131  0 sg  0 32  0    .  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x132  0 sg  0 32  0 r  y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x133  0 sg  0 32  0    y  . 16 16  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x134  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x135  0 sg  0 32  0    .  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x136  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x137  0 sg  0 32  0    y  . 32  0  0  0  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x138  0 sg  0 32  0 r  .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x139  0 sg  0 32  0    .  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13a  0 sg  0 32  0 r  y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13b  0 sg  0 32  0    y  . 32  0  0  0  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x13c  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13d  0 sg  0 64  0    .  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13e  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x13f  0 sg  0 64  0    y  . 16 16 16 16  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x140  0 sg  0 64  0 r  .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x141  0 sg  0 64  0    .  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x142  0 sg  0 64  0 r  y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x143  0 sg  0 64  0    y  . 16 16 16 16  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x144  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x145  0 sg  0 128  0    .  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x146  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x147  0 sg  0 128  0    y  . 32 32 32 32  4 24  0 16 16 16 16  0 0 None&lt;br /&gt;
0x148  0 sg  0 128  0 r  .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x149  0 sg  0 128  0    .  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14a  0 sg  0 128  0 r  y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
0x14b  0 sg  0 128  0    y  . 32 32 32 32  4 24  8 16 16 16 16  0 0 None&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17873</id>
		<title>Database:GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17873"/>
				<updated>2010-09-13T20:05:39Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* nVidia */ add 7025 onboard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The database ==&lt;br /&gt;
&lt;br /&gt;
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.&lt;br /&gt;
&lt;br /&gt;
=== nVidia ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]&lt;br /&gt;
*[[Database:GPUs.nVidia:GF7025|GeForce 7025 (onboard)]]&lt;br /&gt;
&lt;br /&gt;
=== ATI ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:ATI:Rage|Rage]]&lt;br /&gt;
*Radeon&lt;br /&gt;
**[[Database:GPUs:ATI:R100|R100]]&lt;br /&gt;
**[[Database:GPUs:ATI:R200|R200]]&lt;br /&gt;
**[[Database:GPUs:ATI:R300-R520|R300-R520]]&lt;br /&gt;
**[[Database:GPUs:ATI:R600-R700|R600-R700]]&lt;br /&gt;
**[[Database:GPUs:ATI:Evergreen|Evergreen]]&lt;br /&gt;
&lt;br /&gt;
=== Intel ===&lt;br /&gt;
*[[Database:GPUs:Intel:i915-i945|i915-i945]]&lt;br /&gt;
*[[Database:GPUs:Intel:i965|i965]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF6200&amp;diff=17714</id>
		<title>Database:GPUs:nVidia:GF6200</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF6200&amp;diff=17714"/>
				<updated>2010-08-28T18:40:55Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: GF6200 summary (missing details yet)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Vertex Shaders 3.0&lt;br /&gt;
* Pixel Shaders 3.0&lt;br /&gt;
* Support for NPOT textures&lt;br /&gt;
&lt;br /&gt;
== glxinfo ==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17713</id>
		<title>Database:GPUs:nVidia:GF9800GT</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17713"/>
				<updated>2010-08-28T18:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Specs at a glance */ standardized specs at a glance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 9800GT is a GPU of similar features than that of the GF8 line, simply with superior performance.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Unified shaders&lt;br /&gt;
* Vertex Shaders 4.0&lt;br /&gt;
* Pixel Shaders 4.0&lt;br /&gt;
* Supports NPOT textures&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, &lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, &lt;br /&gt;
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_ARB_multisample, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, &lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, &lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, &lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, &lt;br /&gt;
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, &lt;br /&gt;
    GLX_NV_video_capture&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, &lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, &lt;br /&gt;
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_ARB_multisample, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, &lt;br /&gt;
    GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 9800 GT/PCI/SSE2&lt;br /&gt;
OpenGL version string: 3.3.0 NVIDIA 256.35&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, &lt;br /&gt;
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, &lt;br /&gt;
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, &lt;br /&gt;
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, &lt;br /&gt;
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, &lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, &lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_framebuffer_object, &lt;br /&gt;
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_half_float_pixel, &lt;br /&gt;
    GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays, &lt;br /&gt;
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture, &lt;br /&gt;
    GL_ARB_occlusion_query, GL_ARB_occlusion_query2, &lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, &lt;br /&gt;
    GL_ARB_provoking_vertex, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, &lt;br /&gt;
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, &lt;br /&gt;
    GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync, &lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, &lt;br /&gt;
    GL_ARB_texture_compression, GL_ARB_texture_compression_rgtc, &lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add, &lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, &lt;br /&gt;
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, &lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, &lt;br /&gt;
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, &lt;br /&gt;
    GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_swizzle, &lt;br /&gt;
    GL_ARB_timer_query, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, &lt;br /&gt;
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, &lt;br /&gt;
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, &lt;br /&gt;
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, GL_ATI_draw_buffers, &lt;br /&gt;
    GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_S3_s3tc, &lt;br /&gt;
    GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, &lt;br /&gt;
    GL_EXT_bindable_uniform, GL_EXT_blend_color, &lt;br /&gt;
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, &lt;br /&gt;
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, &lt;br /&gt;
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, &lt;br /&gt;
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, &lt;br /&gt;
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, &lt;br /&gt;
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, &lt;br /&gt;
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, &lt;br /&gt;
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, &lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, &lt;br /&gt;
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, &lt;br /&gt;
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, &lt;br /&gt;
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, &lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, &lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, &lt;br /&gt;
    GL_EXT_texture_array, GL_EXT_texture_buffer_object, &lt;br /&gt;
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, &lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, &lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, &lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, &lt;br /&gt;
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, &lt;br /&gt;
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, &lt;br /&gt;
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, &lt;br /&gt;
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_vertex_array, &lt;br /&gt;
    GL_EXT_vertex_array_bgra, GL_IBM_rasterpos_clip, &lt;br /&gt;
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, &lt;br /&gt;
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, &lt;br /&gt;
    GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_explicit_multisample, &lt;br /&gt;
    GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance, &lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option, &lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage, &lt;br /&gt;
    GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_half_float, &lt;br /&gt;
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, &lt;br /&gt;
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, &lt;br /&gt;
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, &lt;br /&gt;
    GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, &lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, &lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_shader_buffer_load, &lt;br /&gt;
    GL_NV_texgen_reflection, GL_NV_texture_barrier, &lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, &lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_multisample, &lt;br /&gt;
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2, &lt;br /&gt;
    GL_NV_texture_shader3, GL_NV_transform_feedback, GL_NV_vdpau_interop, &lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, &lt;br /&gt;
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, &lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, &lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, &lt;br /&gt;
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, &lt;br /&gt;
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, &lt;br /&gt;
    GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17712</id>
		<title>Database:GPUs:nVidia:GF9800GT</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF9800GT&amp;diff=17712"/>
				<updated>2010-08-28T18:29:21Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: GF9800GT details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
The GeForce 9800GT is a GPU of similar features than that of the GF8 line, simply with superior performance.&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Unified shaders&lt;br /&gt;
* SM 4.0&lt;br /&gt;
&lt;br /&gt;
== glxinfo == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, &lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, &lt;br /&gt;
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_ARB_multisample, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, &lt;br /&gt;
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, &lt;br /&gt;
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, &lt;br /&gt;
    GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, &lt;br /&gt;
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, &lt;br /&gt;
    GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, &lt;br /&gt;
    GLX_NV_video_capture&lt;br /&gt;
GLX extensions:&lt;br /&gt;
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, &lt;br /&gt;
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, &lt;br /&gt;
    GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, &lt;br /&gt;
    GLX_ARB_create_context_profile, GLX_ARB_multisample, GLX_NV_float_buffer, &lt;br /&gt;
    GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, &lt;br /&gt;
    GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 9800 GT/PCI/SSE2&lt;br /&gt;
OpenGL version string: 3.3.0 NVIDIA 256.35&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
    GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, &lt;br /&gt;
    GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, &lt;br /&gt;
    GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, &lt;br /&gt;
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, &lt;br /&gt;
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, &lt;br /&gt;
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, &lt;br /&gt;
    GL_ARB_fragment_shader, GL_ARB_framebuffer_object, &lt;br /&gt;
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, GL_ARB_half_float_pixel, &lt;br /&gt;
    GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays, &lt;br /&gt;
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture, &lt;br /&gt;
    GL_ARB_occlusion_query, GL_ARB_occlusion_query2, &lt;br /&gt;
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, &lt;br /&gt;
    GL_ARB_provoking_vertex, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, &lt;br /&gt;
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, &lt;br /&gt;
    GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_sync, &lt;br /&gt;
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, &lt;br /&gt;
    GL_ARB_texture_compression, GL_ARB_texture_compression_rgtc, &lt;br /&gt;
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add, &lt;br /&gt;
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, &lt;br /&gt;
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, &lt;br /&gt;
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, &lt;br /&gt;
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, &lt;br /&gt;
    GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_swizzle, &lt;br /&gt;
    GL_ARB_timer_query, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, &lt;br /&gt;
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, &lt;br /&gt;
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, &lt;br /&gt;
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, GL_ATI_draw_buffers, &lt;br /&gt;
    GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_S3_s3tc, &lt;br /&gt;
    GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, &lt;br /&gt;
    GL_EXT_bindable_uniform, GL_EXT_blend_color, &lt;br /&gt;
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, &lt;br /&gt;
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, &lt;br /&gt;
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, &lt;br /&gt;
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, &lt;br /&gt;
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, &lt;br /&gt;
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, &lt;br /&gt;
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, &lt;br /&gt;
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, &lt;br /&gt;
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, &lt;br /&gt;
    GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, &lt;br /&gt;
    GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, &lt;br /&gt;
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects, &lt;br /&gt;
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, &lt;br /&gt;
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, &lt;br /&gt;
    GL_EXT_texture_array, GL_EXT_texture_buffer_object, &lt;br /&gt;
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, &lt;br /&gt;
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, &lt;br /&gt;
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, &lt;br /&gt;
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, &lt;br /&gt;
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, &lt;br /&gt;
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, &lt;br /&gt;
    GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, &lt;br /&gt;
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_vertex_array, &lt;br /&gt;
    GL_EXT_vertex_array_bgra, GL_IBM_rasterpos_clip, &lt;br /&gt;
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, &lt;br /&gt;
    GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, &lt;br /&gt;
    GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_explicit_multisample, &lt;br /&gt;
    GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance, &lt;br /&gt;
    GL_NV_fragment_program, GL_NV_fragment_program_option, &lt;br /&gt;
    GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage, &lt;br /&gt;
    GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_half_float, &lt;br /&gt;
    GL_NV_light_max_exponent, GL_NV_multisample_coverage, &lt;br /&gt;
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, &lt;br /&gt;
    GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, &lt;br /&gt;
    GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, &lt;br /&gt;
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, &lt;br /&gt;
    GL_NV_register_combiners2, GL_NV_shader_buffer_load, &lt;br /&gt;
    GL_NV_texgen_reflection, GL_NV_texture_barrier, &lt;br /&gt;
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, &lt;br /&gt;
    GL_NV_texture_expand_normal, GL_NV_texture_multisample, &lt;br /&gt;
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2, &lt;br /&gt;
    GL_NV_texture_shader3, GL_NV_transform_feedback, GL_NV_vdpau_interop, &lt;br /&gt;
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, &lt;br /&gt;
    GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, &lt;br /&gt;
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, &lt;br /&gt;
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, &lt;br /&gt;
    GL_NVX_conditional_render, GL_NVX_gpu_memory_info, &lt;br /&gt;
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, &lt;br /&gt;
    GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF6150SE&amp;diff=17711</id>
		<title>Database:GPUs:nVidia:GF6150SE</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs:nVidia:GF6150SE&amp;diff=17711"/>
				<updated>2010-08-28T18:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: GF6150SE details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
This GPU is an onboard embedded GPU on the nForce 430 chipset.&lt;br /&gt;
&lt;br /&gt;
Detailled specs for the GeForce 6 series can be found [http://www.nvidia.com/object/geforce6_techspecs.html here].&lt;br /&gt;
&lt;br /&gt;
== Specs at a glance ==&lt;br /&gt;
&lt;br /&gt;
* Vertex Shaders 3.0&lt;br /&gt;
* Pixel Shaders 3.0&lt;br /&gt;
* Maximum of 16 textures per pass&lt;br /&gt;
* Support for NPOT textures&lt;br /&gt;
* DXT compression&lt;br /&gt;
&lt;br /&gt;
== glxinfo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name of display: :0.0&lt;br /&gt;
display: :0 screen: 0&lt;br /&gt;
direct rendering: Yes&lt;br /&gt;
server glx vendor string: NVIDIA Corporation&lt;br /&gt;
server glx version string: 1.4&lt;br /&gt;
server glx extensions:&lt;br /&gt;
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
GLX_NV_float_buffer, GLX_ARB_fbconfig_float&lt;br /&gt;
client glx vendor string: NVIDIA Corporation&lt;br /&gt;
client glx version string: 1.4&lt;br /&gt;
client glx extensions:&lt;br /&gt;
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,&lt;br /&gt;
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,&lt;br /&gt;
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,&lt;br /&gt;
GLX_SGI_swap_control, GLX_ARB_create_context, GLX_NV_float_buffer,&lt;br /&gt;
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,&lt;br /&gt;
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,&lt;br /&gt;
GLX_NV_present_video, GLX_NV_multisample_coverage&lt;br /&gt;
GLX version: 1.3&lt;br /&gt;
GLX extensions:&lt;br /&gt;
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,&lt;br /&gt;
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,&lt;br /&gt;
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, GLX_ARB_multisample,&lt;br /&gt;
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address&lt;br /&gt;
OpenGL vendor string: NVIDIA Corporation&lt;br /&gt;
OpenGL renderer string: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW!&lt;br /&gt;
OpenGL version string: 2.1.2 NVIDIA 185.18.29&lt;br /&gt;
OpenGL shading language version string: 1.20 NVIDIA via Cg compiler&lt;br /&gt;
OpenGL extensions:&lt;br /&gt;
GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,&lt;br /&gt;
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,&lt;br /&gt;
GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,&lt;br /&gt;
GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_map_buffer_range,&lt;br /&gt;
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,&lt;br /&gt;
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,&lt;br /&gt;
GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,&lt;br /&gt;
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,&lt;br /&gt;
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,&lt;br /&gt;
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,&lt;br /&gt;
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,&lt;br /&gt;
GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,&lt;br /&gt;
GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object,&lt;br /&gt;
GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,&lt;br /&gt;
GL_ATI_draw_buffers, GL_ATI_texture_float, GL_ATI_texture_mirror_once,&lt;br /&gt;
GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,&lt;br /&gt;
GL_EXT_blend_color, GL_EXT_blend_equation_separate,&lt;br /&gt;
GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,&lt;br /&gt;
GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,&lt;br /&gt;
GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,&lt;br /&gt;
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,&lt;br /&gt;
GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,&lt;br /&gt;
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,&lt;br /&gt;
GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,&lt;br /&gt;
GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,&lt;br /&gt;
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,&lt;br /&gt;
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,&lt;br /&gt;
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,&lt;br /&gt;
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,&lt;br /&gt;
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,&lt;br /&gt;
GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,&lt;br /&gt;
GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_swizzle,&lt;br /&gt;
GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,&lt;br /&gt;
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,&lt;br /&gt;
GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,&lt;br /&gt;
GL_NV_depth_clamp, GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,&lt;br /&gt;
GL_NV_fragment_program, GL_NV_fragment_program_option,&lt;br /&gt;
GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage,&lt;br /&gt;
GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,&lt;br /&gt;
GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,&lt;br /&gt;
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,&lt;br /&gt;
GL_NV_register_combiners2, GL_NV_texgen_reflection,&lt;br /&gt;
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,&lt;br /&gt;
GL_NV_texture_expand_normal, GL_NV_texture_rectangle,&lt;br /&gt;
GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,&lt;br /&gt;
GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,&lt;br /&gt;
GL_NV_vertex_program1_1, GL_NV_vertex_program2,&lt;br /&gt;
GL_NV_vertex_program2_option, GL_NV_vertex_program3,&lt;br /&gt;
GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,&lt;br /&gt;
GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17710</id>
		<title>Database:GPUs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Database:GPUs&amp;diff=17710"/>
				<updated>2010-08-28T17:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: New page:  == The database ==  This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.  === nVidia ===  *[[Database:GPUs:nVidia:GF6150SE|GeFo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The database ==&lt;br /&gt;
&lt;br /&gt;
This database hold information on various GPUs, useful for developing compatible and conforming art and shaders.&lt;br /&gt;
&lt;br /&gt;
=== nVidia ===&lt;br /&gt;
&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6150SE|GeForce 6150SE (onboard)]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF9800GT|GeForce 9800GT]]&lt;br /&gt;
*[[Database:GPUs:nVidia:GF6200|GeForce 6200]]&lt;br /&gt;
&lt;br /&gt;
=== ATI ===&lt;br /&gt;
&lt;br /&gt;
=== Intel ===&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development&amp;diff=17709</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development&amp;diff=17709"/>
				<updated>2010-08-28T17:49:52Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Developer information pages */ Add GPU information database link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki_Nav_Index}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Development &amp;amp; Modding=&lt;br /&gt;
&lt;br /&gt;
==Developer information pages==&lt;br /&gt;
General information on contribution:&lt;br /&gt;
*[[HowTo:Contribute|The Vega Strike Contributor's Guide]]&lt;br /&gt;
*[[Database:GPUs|GPU information database]]&lt;br /&gt;
&lt;br /&gt;
==Status/task list pages==&lt;br /&gt;
* [[Development:3D_Models|3D Models]] - Organisation and contribution information.&lt;br /&gt;
* [[Development:2D_Images|2D Images]] - Organisation and contribution information.&lt;br /&gt;
* [[Development:Roadmap|Roadmap]] - The Vega Strike development roadmap.&lt;br /&gt;
* [[Development:Compatibility]] - Making sure the game works on all hardware&lt;br /&gt;
* [[Development:Rebalance]] - Information and task list for the Rebalance.&lt;br /&gt;
* [[Development:Performance]] - Goals to achieve required performance&lt;br /&gt;
* [[Development:AI Navigation]] - Overhauling the ships' navigation routines&lt;br /&gt;
* [[Development:Misc Engine Work]] - Various engine and backend work information.&lt;br /&gt;
* [[Development:Ogre]] - Information on the OGRE port.&lt;br /&gt;
&lt;br /&gt;
= Artistic Contribution =&lt;br /&gt;
&lt;br /&gt;
===Art Guidelines===&lt;br /&gt;
Please read this '''[[Development:Graphics_Requirements]]''' page first before continuing to the specific requirements.&lt;br /&gt;
See also: [[Links:Graphic_Applications]] and [[Links:3D_Applications]] for applications listings.&lt;br /&gt;
&lt;br /&gt;
Further, the [[Artstyle_guides|Art Style Guides]] might prove useful during your creationist endeavors.&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
There are also guidelines for sound and music creation available in '''[[Development:Audio]]'''.&lt;br /&gt;
&lt;br /&gt;
===3D Models===&lt;br /&gt;
The modeling related information is just being restructured.&lt;br /&gt;
* [[Development:Model Guidelines|Guidelines Portal for Creating 3D Models]] is the main page for complete guidance on developing ship and installation models for Vega Strike&lt;br /&gt;
** [[Development:3D_Models|3D models list and status]]&lt;br /&gt;
&lt;br /&gt;
=== Space Scapes ===&lt;br /&gt;
* [[Development:Orbital Planet Surfaces|Orbital Planet Surfaces]] - General guidance for development of planet surfaces visible from orbit.&lt;br /&gt;
* [[Development:System_Backgrounds|Generating star system backgrounds]]&lt;br /&gt;
* [[Development:Base_Backgrounds|Creating and adding backgrounds for bases, planets, or capital ships]]&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
* [[Development:Cargo (graphics)|Creating Cargo Graphics]] - Images to be displayed in the trading interface for cargo items.&lt;br /&gt;
** [[Cargo]] - Detailed descriptions of cargo items, listed by category.&lt;br /&gt;
* [[Development:Balancing|Faction Balancing]] - General guidelines to keep in mind when play balancing the Vega Strike factions.&lt;br /&gt;
&lt;br /&gt;
=== Other Graphics ===&lt;br /&gt;
* [[Development:Logos &amp;amp; Signage|Logos &amp;amp; Signage]]&lt;br /&gt;
&lt;br /&gt;
= Data Modding =&lt;br /&gt;
&lt;br /&gt;
=== Quests &amp;amp; Campaigns &amp;amp; Python Modding ===&lt;br /&gt;
* [[Development:Quests_&amp;amp;_Campaigns|Quests &amp;amp; Campaigns]] Reference portal for creation of campaigns, missions, quests &amp;amp; adventures.&lt;br /&gt;
** [[Development:Quests|Quests]] Creating quests and adventures&lt;br /&gt;
** [[Development:Missions|Developing Missions]] Creation of missions&lt;br /&gt;
** [[Development:AIScripts|Developing AI Behaviors]] Customizing AI combat reactions&lt;br /&gt;
** [[Development:Campaigns]] Making campaigns&lt;br /&gt;
&lt;br /&gt;
=== Game Assets ===&lt;br /&gt;
* [[HowTo:Make Weapons|Adding new weapons to the game]]&lt;br /&gt;
* [[HowTo:Add Cargo|Adding new cargo to the game]]&lt;br /&gt;
* [[HowTo:Add Descriptions|Putting ship and goods descriptions into the game]]&lt;br /&gt;
**[[HowTo:Edit master_part_list.csv|Editing the Master_part_list.csv file]]&lt;br /&gt;
* [[HowTo:Edit Systems|Creating or editing star systems]]&lt;br /&gt;
* [[HowTo:Make Splash Screens|Making splash screens that display at startup]]&lt;br /&gt;
* [[HowTo:Edit faction relationships|Edit the relationships between the existing factions]] (the &amp;lt;code&amp;gt;factions.xml&amp;lt;/code&amp;gt; file)&lt;br /&gt;
* [[HowTo:Add Upgrades|Adding new upgrades to the game]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
* [[HowTo:Add Conversations|Adding more conversation lines to the game]]&lt;br /&gt;
* [[HowTo:Edit News|Creating or editing news events]]&lt;br /&gt;
* [[HowTo:Edit AI|Creating or editing Ship AI's]]&lt;br /&gt;
&lt;br /&gt;
===Configuration ===&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Configuration Variables]]&lt;br /&gt;
* [[CONFVAR|CONFVAR - Complete Variable Listing]]&lt;br /&gt;
&lt;br /&gt;
===Internationalization/Localisation-related===&lt;br /&gt;
* [[Development:Translations|Translation projects]]&lt;br /&gt;
&lt;br /&gt;
=== Modding Tools ===&lt;br /&gt;
* [[Development:Scripts &amp;amp; Tools|Scripts &amp;amp; Tools]] - to make your life easier&lt;br /&gt;
** [[Development:Tools:UnitConverter|Unit Converter Manual]] - tool to convert Wavefront obj files to bfxm format including texture conversion, units stats editor, and visualization with Vega Strike.&lt;br /&gt;
** [[Development:Script:obj2obj converter|obj2obj converter]] (Perl, commandline) - Converts obj files to cockpit files. or extracts tag-data from the models. (''At least that's what is planned, Testing under Win32/Linux. [[User:pontiac|Pontiac]]'')&lt;br /&gt;
&lt;br /&gt;
=== Front End ===&lt;br /&gt;
* [[HowTo:Take Screenshots|Taking really awesome screenshots]]&lt;br /&gt;
&lt;br /&gt;
= Vega Strike The Game Mechanisms =&lt;br /&gt;
* [[Development:Realism vs Believability|Realism vs Believability]]&lt;br /&gt;
* [[Development:Economy|Economy]] - How ingame economy should work.&lt;br /&gt;
* [[Development:Political system|Political system]]&lt;br /&gt;
&lt;br /&gt;
= Code-related Development =&lt;br /&gt;
* [[Development:Dependencies|Dependencies]] - A guide to system dependencies, broken down by subsystem.&lt;br /&gt;
* [[Development:SVN Tree|SVN Tree]] - A guide to the layout of the Subversion tree.&lt;br /&gt;
* [[Development:Code style|Code style]] -  A guide/manual to write code for Vegastrike that fits in and is readable.&lt;br /&gt;
* [[Development:Network|Network]] - Everything network related goes in here.&lt;br /&gt;
** [[Development:Network:Packet format|Packet format]] - A description of the packet format that had been implemented a few years ago.&lt;br /&gt;
** [[Development:Network:Todo|Todo]] - What still needs to be done.&lt;br /&gt;
** [[Development:Network:Testing|Testing]] - Testing the network code.&lt;br /&gt;
* [[Development:Keyboard layout|Keyboard layout]] - Discuss and display new keyboard layouts here.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[HowTos]]&lt;br /&gt;
* [[FAQ:Feature_Requests|Feature Requests]]&lt;br /&gt;
* [[Development:Audio#Voice_Acting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=17641</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=17641"/>
				<updated>2010-08-02T18:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Compiling */ Update build instructions - most importantly, remove -O3 which is reported to make VS crash.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First create a directory where you would like your copy of the Vega Strike development version to live in. For tutorial purposes, we will create a directory called ''VegaStrike'' in our user's home-directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ mkdir VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Change into this newly created directory. In our case:&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ cd VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note for newbs: The directory '''is case sensitive'''. If you type: cd vegastrike or Vegastrike, it won't find the directory. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&lt;br /&gt;
Now we can start downloading the packages from the SVN repository. If you download them directly into your Vega Strike directory they will be just in the right place.&lt;br /&gt;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
This leaves you with two new directories inside your Vega Strike directory called as the packages are.&lt;br /&gt;
&lt;br /&gt;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimum requirements. I could list you a dozen ''1337'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.6-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf libsdl1.2-dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
''Note that you may need python2.6-dev instead of python2.5-dev on recent distributions''&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-release&amp;lt;/pre&amp;gt;&lt;br /&gt;
''&amp;quot;--enable-release&amp;quot;'' enables optimizations, you can add the opposite, ''&amp;quot;--enable-debug&amp;quot;'', if you feel like debugging (or getting stacktraces to aid debugging for developers - ie: to prepare a bug report). If you have the boost libraries installed in your system, you will likely want to use ''&amp;quot;--with-boost=system&amp;quot;'' too, to make VS use that one.&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: you may not need to install, VS will run fine where it's built, provided its data is in ../data (relative to the source). Ie: the way it normally checks out of SVN.&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accessories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For ''example'', to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You ''probably'' want to compile everything, so simply paste:&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It is the same as the above command, except it will run only one instance instead of two in order to use less memory.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might receive errors while doing any of the previous steps (make). If so, give privileges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, so you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the Development Version ===&lt;br /&gt;
As development progresses the repository changes. In order to update your working copy you need to do the following.&lt;br /&gt;
* Open Terminal and change into the package's directory you want to update. In our tutorial example, all the packages were stored in a directory called ''VegaStrike''. Let's assume we want to update the ''data'' package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this application] to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;br /&gt;
&lt;br /&gt;
[[Category:fixme]]&lt;br /&gt;
[[Category:HowTos|Checkout SVN (Ubuntu Linux)]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:IntroToShaders&amp;diff=17447</id>
		<title>HowTo:IntroToShaders</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:IntroToShaders&amp;diff=17447"/>
				<updated>2010-03-16T16:19:21Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Requirements Overview */ Clarified and corrected texture specifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Requirements Overview =&lt;br /&gt;
&lt;br /&gt;
* A diffuse texture is the color of a surface.&lt;br /&gt;
&lt;br /&gt;
* A spec texture determines what color a certain place on the model ''reflects'', and ''how much''. Not the diffuse colour - the specularity!. Usually and in rough terms, the brighter the specularity, the dimmer the diffuse, and viceversa, since energy must be conserved.&lt;br /&gt;
&lt;br /&gt;
* A shininess map (which we locate in the alpha channel of the specular texture) determines how coarse or glossy the surface is; --that is, how sharp or blurry reflections look on it. This is UNRELATED to the material's specularity. For example, glossy paint has low specularity (Fresnel specularity) but the reflections are sharp, making the material look glossy. A sheet of stainless steel, for an opposite example, is highly specular, but reflections on it are blurry, because the surface is rough (non-glossy). A value of 1.0 in spec alpha makes the surface mirror-like; a value of 0.0 in spec alpha makes the surface completely rough, almost fully diffuse. Real materials lie somewhere in between the two.&lt;br /&gt;
&lt;br /&gt;
* A normal map is quite difficult to make, it is a purple texture that changes the normal of a surface, so that it looks like the surface is bumped (Used for making details like armor plates). Normal maps should be baked with tools designed to do that.&lt;br /&gt;
&lt;br /&gt;
* A damage texture is basically a diffuse texture but with scratches and holes in it. Gets faded-in when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
* A glow texture is that one that glows by itself without any light shining on it. It specifies emissive parts of the model, like lit windows, baked static lights, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Introduction to Shaders, and what they mean to the modelling and texturing pipeline ====&lt;br /&gt;
&lt;br /&gt;
I'm going to expand on this and write a whole bunch of wiki how-to's; this is a first overview.&lt;br /&gt;
As of this writing, the default shaders aren't finalized yet, and the changes that are coming affect the way the textures need to be packed.&lt;br /&gt;
&lt;br /&gt;
However, you ''CAN'' start working on bumpmaps and normalmaps (and shininess maps) '''right now''', if you want.&lt;br /&gt;
There will be off-line tools provided to convert texture packs from the current set, namely...&lt;br /&gt;
 * Diffuse texture&lt;br /&gt;
 * Specular texture&lt;br /&gt;
 * Glow texture&lt;br /&gt;
 * Damage texture,  '''plus the ''new'''''&lt;br /&gt;
 * '''Normal map'''&lt;br /&gt;
 * '''Shininess map''' (the current shader expecting it in the alpha channel of the specular texture)&lt;br /&gt;
...to the most likely new packing arrangement of:&lt;br /&gt;
 * Texture 0: Diffuse texture (may have 0, 1, or 8 bits of alpha)&lt;br /&gt;
 * Texture 1: Specular texture (plus shininess in alpha)&lt;br /&gt;
 * Texture 2: Glow texture(plus normalmap dU in alpha)&lt;br /&gt;
 * Texture 3: Damage texture (plus normalmap dV in alpha)&lt;br /&gt;
 * Texture 4: Auxiliary texture (Bump, concavities, plus ambient occlusion in alpha)&lt;br /&gt;
&lt;br /&gt;
Even this rapidly evolving &amp;quot;standard&amp;quot; is only temporary, in the sense that with Klauss' GI (Global Illumination) techniques, we'll need to have two textures called &amp;quot;PRT-N&amp;quot; and &amp;quot;PRT-P&amp;quot;; but won't need ambient occlusion; and probably the &amp;quot;concavities&amp;quot; will move to the alpha channels of the PRT-N and PRT-P textures. In any case, the &amp;quot;concavities&amp;quot; are an untested idea, explained below in italics. Feel free to skip it if it sounds like Aera slang...&lt;br /&gt;
&lt;br /&gt;
'''''This is very technical; read at your peril:'''''&lt;br /&gt;
&lt;br /&gt;
''In more detail, Texture 4 would have the heighth map (bump map) in the green channel, and two &amp;quot;concavities&amp;quot; in the red and blue channels. Well, not concavities, at all, but I didn't know a better term... This is what I mean:''&lt;br /&gt;
&lt;br /&gt;
''Suppose you plant a normal at a point on a ship's surface, normalmap considered. Now, suppose this normal is a solid pole with two sticks that pivot at the base and can open up at the top, like a V, symmetrically, like the handles of a wine bottle cork extractor. So, open the sticks like a V until one stick or the other touches any other part of the ship. Write down the angle. Now turn the pole 90 degrees and take another measurement. The two planes of rotation should align with the texture's x and y axes (i.e.: in &amp;quot;tangent space&amp;quot;). These two angle measurements get recorded to red and blue, by an off-line tool yet to be programmed.''&lt;br /&gt;
&lt;br /&gt;
''At runtime, the shader establishes the direction of the eye vector in texture coordinates (x,y), or (u,v), ignoring tangent space z; and uses these values to interpolate a value between the red and blue channels (the two angles measured off-line). Presumably that would approach the actual V angle at the plane normal to the surface that intersects the eye, if we were to measure it. Now we simply compare the eye-to-normal angle to 1/2 of the V angle, and, VOILA!: If it is less, we paint the environment map (multiplied by surface specular value); if it's more, then we know that the specular reflection is occluded, so we don't paint (or paint with a dark color, like 0.25 times the ship's average color, multiplied by local specular color). This should achieve '''specular self-occlusion'''.''&lt;br /&gt;
&lt;br /&gt;
'''''End of very technical.'''''&lt;br /&gt;
&lt;br /&gt;
In fact, there may be ''several'' such tools, for variations in types and&lt;br /&gt;
numbers of input textures. And I have a prototype of one such tool, the &amp;quot;nodulizer&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/beta/nodulizer.png&lt;br /&gt;
&lt;br /&gt;
The nodulizer is really a [http://www.blender.org/ Blender3D] .blend file. You throw it into a folder where you want to convert a set of&lt;br /&gt;
textures, rename the textures to what the nodulizer expects, or else edit the input nodes for them (on the left), adjust&lt;br /&gt;
the scaling factor with that input node at the bottom left corner, and press the Use Nodes button in the menu bar below.&lt;br /&gt;
The scaling factor is there in case you have large (2k by 2k or 4k x 4k originals, and want to produce 1k outputs;&lt;br /&gt;
otherwise make the scaling factor 1.0. Needless to say, you need to have Blender installed, then you can just double-&lt;br /&gt;
-click on nodulizer.blend.&lt;br /&gt;
&lt;br /&gt;
You can download the nodulizer beta here:&lt;br /&gt;
[http://deeplayer.com/dan_w/nodulizer/beta/nodulizer.7z nodulizer.7z]&lt;br /&gt;
Just don't use it yet; the shader that uses this packing is still in the works; but you can play with it, see what it does.&lt;br /&gt;
&lt;br /&gt;
There may also be a command line tool to do the same thing; not decided yet, but the advantage of using Blender's &amp;quot;nodes&amp;quot; and &amp;quot;noodles&amp;quot; is that the tool can be easily customized, specialized, tweaked, expanded... So, IF there may be a command line version, it will probably only be provided for a default repacking, for those who can't use Blender due to their religion :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But, getting back to basics, the question most often asked: what's the difference between bump- and normalmaps?&lt;br /&gt;
&lt;br /&gt;
== Bump map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bump map is a gray scale image where the brightness represents height above the surface, and darkness represents depth.&lt;br /&gt;
50% gray means at surface level.&lt;br /&gt;
&lt;br /&gt;
The problem with bumpmaps is they take a lot of processing in the gpu (videocard) to be really good to use; and that they&lt;br /&gt;
are quintessentially non-mipmap-able. So normalmaps soon took over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Normalmap ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normal maps encode simply the angle of the surface. At each point on the surface, if you think of a normal vector to it, how much it is&lt;br /&gt;
moved to left or to right from the straight UP position is called the dU. How much it is moved forwards or back from straight up is the dV.&lt;br /&gt;
And how high it is, is the z. And the length of the normal vector is normalized to 1. What does that mean? 255, of course. :D Well, the way colors are represented in rgb is 8-bits unsigned, going from 0 to 255. On the other hand, you could think of that as a fractional number i.e.: going from 0/256 to 255/256, which is almost 1. In OpenGl it is customary to work with 0-0.994 representation.&lt;br /&gt;
&lt;br /&gt;
In a '''''tangent space''''' normal map, normals are specified relateive to the surface (as opposed to older normal maps where x y and z were&lt;br /&gt;
specified in global coords). So, since, on average, a surface is flat, z is usually close to 1. z goes in the blue channel, so normal maps, when you open them in Gimp look very blue. Red gets the dU, but transposed, as the dU could be positive or negative. 50% red means zero. Same with green and dV. So where a surface is flat, the normal map color is red = 0.5, green = 0.5, blue = 1.0&lt;br /&gt;
&lt;br /&gt;
And you produce them with [http://www.xnormal.net/ xNormal], and/or with [http://nifelheim.dyndns.org/%7ecocidius/normalmap/ the Gimp plugin from nvidia]. The plugin takes a grayscale bumpmap and computes a normal map. xNormal takes a fine mesh and a coarse mesh, and makes a normal map that, when applied to the coarse mesh, makes it appear like the fine mesh.&lt;br /&gt;
&lt;br /&gt;
Dual Joe nowadays swears by [http://epsylon.rptd.ch/denormgen.php denormgen]; --says it's easier to use than xnormal, runs on Linux, and&lt;br /&gt;
can stack normalmaps. I haven't tried it yet.&lt;br /&gt;
&lt;br /&gt;
== What do they look like? ==&lt;br /&gt;
Bumpmap:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/bump.jpg&lt;br /&gt;
&lt;br /&gt;
Normal map:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/final_norm.jpg&lt;br /&gt;
&lt;br /&gt;
The above normal map is actually a combination of subtle normal corrections computed using xNormal, from a 100k+ polygon mesh, and the result of making a normal map out of the bumpmap above, using Gimp's normal map plugin from Nvidia. That plugin has a choice in the Conversion drop box, called &amp;quot;Normalize Only&amp;quot;. Very useful when you're blending normal maps, because normal maps get corrupted by blending ops, and you need to&lt;br /&gt;
renormalize them, afterwards. Also, if you want to increase the strength of a normal map, you can dim down a bit the blue channel in Gimp, then renormalize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shininess Map ==&lt;br /&gt;
&amp;quot;Shininess&amp;quot; is a bad name for a good thing to model, a fundamental property of materials, which can make a glass cockpit look glossy, and make metal look &amp;quot;shiny&amp;quot; without looking &amp;quot;glossy&amp;quot;. (Just goes to show what a bad name &amp;quot;shininess&amp;quot; is... Metal looks &amp;quot;shinier&amp;quot; although less glossy, by having a lower shininess than glass. Why couldn't they call it &amp;quot;gloss&amp;quot;, for Pete's sake?)&lt;br /&gt;
&lt;br /&gt;
Here's shininess at work in my current beta shader:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/beta/shinycockpit.jpg&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/shot.jpg&lt;br /&gt;
&lt;br /&gt;
Hard to appreciate with a still picture... The metal does reflect the environment, but the reflections are so blurred you can barely notice them.&lt;br /&gt;
Don't confuse &amp;quot;shininess&amp;quot; with &amp;quot;specular color&amp;quot;. Totally different animals.&lt;br /&gt;
&lt;br /&gt;
Shininess describes how &amp;quot;UN-blurred&amp;quot; reflections are. A high shininess (200 or so) reflects images sharp and clear.&lt;br /&gt;
With a shininess of 100 you begin to notice blurriness. With a shininess of 20, the reflected environment is so blurred it looks almost like half way between specularity or plain diffuse color.&lt;br /&gt;
&lt;br /&gt;
Unlike specular color, shininess is a monochrome (gray scale) parameter. For the ship in the shader screen-shot above, this is what the specular texture looks like:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/specular512.jpg&lt;br /&gt;
&lt;br /&gt;
And this is what the shininess texture looks like:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/shininess512.jpg&lt;br /&gt;
&lt;br /&gt;
Notice that specular color of the cockpit is pinkish or purplish. Yes, it looks green, but that's because there's a bit of green light I put in the glow map, to make it look like someone lives there; but the specular reflections are  actually tinted purple. But anyhow, what I wanted to call your attention to is that the specular strength of the cockpit is not much greater than that of the metal, and in fact it should be less, or rather, the metal should be brighter in specular. I'll fix that. But the cockpit will still look glossier than the metal --i.e.: won't blur the reflections.&lt;br /&gt;
&lt;br /&gt;
And what makes the cockpit look &amp;quot;glossy&amp;quot; is the white color in the shininess map, versus gray for the metal.&lt;br /&gt;
&lt;br /&gt;
Glossy paints and plastics, for example, as well as glass, and most dielectric materials and coatings, can have very high shininess, but very low specularities. Look at a glossy white fridge, for instance: Reflections are sharp ; not blurred; (i.e. high shininess); and yet hard to see (low specularity). Same with glass...&lt;br /&gt;
&lt;br /&gt;
At the opposite extreme, most metal surfaces are best represented by making them (black in diffuse and...) medium to high brightness in specular, but with low or very low, or ultra-low shininess. Stainless steel, for instance: Black in diffuse, about 60% gray in specular, shininess of like 20 or 10, or even 5.&lt;br /&gt;
&lt;br /&gt;
And it's not necessarily true that one must stay away from white specular. Rough aluminium, for instance, would be best represented as black in diffuse, white in specular, and black again in shininess (shininess of &amp;quot;zero&amp;quot; (the shader limits it to 1 (of 255) at the bottom end)).&lt;br /&gt;
&lt;br /&gt;
For gray car paint, almost the exact opposite: 50% gray in diffuse, say, or whatever shade of gray you want the paint to be, up to 80% or 85% gray for &amp;quot;white&amp;quot; paint (white paint is never perfectly white); but about only 10% to 15% gray (pretty dark gray) in specular --regardless of the shade of the paint--; and yet with shininess you could go as high as 255 (&amp;quot;white&amp;quot; shininess) to represent high gloss.&lt;br /&gt;
&lt;br /&gt;
Shininess and specularity are UN-related; because specularity is a characteristic of the material itself, whereas shininess is a function of how smooth or &amp;quot;polished&amp;quot; the surface finish is; and the two things are *completely* unrelated.&lt;br /&gt;
I strongly disagree about shininess and specularity being related, even for single-layer materials. Take rough aluminium (like cast aluminium) and polished stainless or nickle (like a baking pan), for instance: Stainless has about 60% specularity regardless of polish. If highly polished, it can have pretty high shininess (low blur in the reflections), and yet its specularity stays the same at 60%. Aluminium is almost white in specular (over 90% reflective, and a tiny bit bluish), regardless of polish; but in most uses of aluminium (except shiny foil), it has pretty low shininess.&lt;br /&gt;
I stand by my argument: shininess and specularity are UN-related, IN-dependent variables; --regardless of how many layers you have.&lt;br /&gt;
&lt;br /&gt;
Maybe what confuses you is oxides. Aluminium becomes less specular when it oxidizes (yes, aluminium oxidizes, but its oxide is clear --well, semi-transparent gray--, so you don't &amp;quot;see&amp;quot; it), and it is statistically less common to find oxides on polished surfaces. But this is only statistical and circumstantial: Just the fact that the act of polishing tends to scrape off oxides and other &amp;quot;dirts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do is decide what your materials are. What's metal, what's plastic, what's ceramic, what's glass, etceteras.&lt;br /&gt;
You can then, in Gimp, select regions by color and paste them in a new layer, then change the color for specular, and yet another layer for shininess. Then you export the layers to separate xcf's.&lt;br /&gt;
For metals, you need to decide which metals they are.&lt;br /&gt;
For paints, what kind of paints.&lt;br /&gt;
Low gloss paints have specular colors of the same hue and saturation as diffuse, but darker, and dark shininess. Glossy paints have gray-scale (desaturated) specular color, and high shininess. Metals are all mostly black in diffuse, and of varying brightness in specular, but low shininess.&lt;br /&gt;
Chromes would be white in specular, black in diffuse, high shininess.&lt;br /&gt;
Gold is black in diffuse, yellow in specular, high shininess.&lt;br /&gt;
Matte ceramics (and matte materials in general, such as paper or fabrics or rust) are whatever color they are, in diffuse; but black in specular (shininess doesn't matter).&lt;br /&gt;
Plastics are like high gloss paints (gray-scale, desaturated specular color), but lower gloss.&lt;br /&gt;
&lt;br /&gt;
== Texture packing ==&lt;br /&gt;
&lt;br /&gt;
As of this writing, it goes like I wrote at the beginning of the file:&lt;br /&gt;
 * Texture 0: Diffuse texture (may have 0, 1, or 8 bits of alpha)&lt;br /&gt;
 * Texture 1: Specular texture (plus shininess in alpha)&lt;br /&gt;
 * Texture 2: Glow texture(plus normalmap dU in alpha)&lt;br /&gt;
 * Texture 3: Damage texture (plus normalmap dV in alpha)&lt;br /&gt;
 * Texture 4: Auxiliary texture (Bump, concavities, plus ambient occlusion in alpha) &lt;br /&gt;
&lt;br /&gt;
I overwrote the above several times in the past few hours, so to say that it is in flux would be an understatement.&lt;br /&gt;
Anyways, stay tuned.&lt;br /&gt;
&lt;br /&gt;
== Miscellanea ==&lt;br /&gt;
&lt;br /&gt;
A new release of the vs engine may automatically initialize the ''ambient'' and ''specular'' color in the systems' xml files (i.e.: obtain them from averaging the color of their associated background textures). This will be a Good Thing (TM)! Where would you suppose ambient light comes from, if not from the background? So, if we're in a blue nebula, it makes no sense for ambient light to be red. But the chances of it being blue, if left to modders, is about &amp;lt;math&amp;gt;2^(-24)&amp;lt;/math&amp;gt;, or one in 65 million. So, with this change, it will be right automatically.&lt;br /&gt;
&lt;br /&gt;
This subject is not complete without discussing ambient occlusion baking and the glow map; but this is too experimental at the moment. Suffice it to say that if I succeed, we'll never use gl ambient light, but will use the glow map to emulate ambient illumination, with self-occlusion baked in, and modulated by the color and intensity of the background. (EDIT: After this writing it was decided to separate ambient occlusion from static illumination and glows, and throw it into the alpha channel. This will a) give ambient occlusion a lot more precision and resolution when compressed to dds with dxt5, and will make the job of the shader a lot easier, and avoid the hassle of forcing artists to use only saturated colors for external lights.)&lt;br /&gt;
&lt;br /&gt;
Also: &amp;quot;detail textures&amp;quot;: No need to complicate this post with it too much, but... Detail textures are basically tiling textures, typically 256x256, that map multiple times over the same UV map as the regular textures do, typically 16x16 times, &amp;quot;adding detail&amp;quot; as you get closer to an object (ship or station).&lt;br /&gt;
&lt;br /&gt;
There will be two:&lt;br /&gt;
 * Texture 5: Diffuse detail (color in rgb, detail normal map dU in alpha)&lt;br /&gt;
 * Texture 6: Spec detail (luma in red and blue, shininess in green, normal dV in alpha)&lt;br /&gt;
(The above is tentative and subject to change.) The reason you don't need to worry about it is that there will be default detail textures that will apply generally to all ships and stations and planets, unless you supply your own detail textures and specify them in the .bfxm. The default ones will simply be some kind of Perlin noise, barely noticeable, just enough to hide &amp;quot;pixelation&amp;quot; artifacts when you get close to a ship or station; --no more.&lt;br /&gt;
&lt;br /&gt;
== Step by Step Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Another way of looking at it is, you can start by painting a texture, if you want, like most texturers do; but instead of misleadingly calling that first texture &amp;quot;diffuse&amp;quot;, just call it &amp;quot;albedo&amp;quot;. Albedo is the overall color you see off a material. And keep in mind that, for each material...&lt;br /&gt;
&lt;br /&gt;
'''albedo = diffuse + specular'''&lt;br /&gt;
&lt;br /&gt;
So then the question is how you divide up that albedo color between diffuse color and specular color. For metals, it all pretty much goes to specular. For matte ceramics and matte paints, it all pretty much goes to diffuse. The in-betweens are sparse and far in-between. For plastics, the gray-scale component of the color goes to specular, and the rest to diffuse.&lt;br /&gt;
&lt;br /&gt;
Or... Even easier; step by step:&lt;br /&gt;
&lt;br /&gt;
You got your first texture; albedo.png.&lt;br /&gt;
Set up a new texture called &amp;quot;specular.png&amp;quot;, fill it with black. Now,&lt;br /&gt;
&lt;br /&gt;
*1) Decide what parts of albedo.png are metal, select them using the select-by-color tool, in Gimp. Copy, then paste onto specular.png with 90% or 95% blending. Merge down.&lt;br /&gt;
*2) Decide what parts of albedo.png are plastic, select them, copy, paste on specular.png; but before merging them, desaturate them. 100% blending. Merge down.&lt;br /&gt;
*3) Decide what parts of albedo.png are glossy paint. Select, copy, paste on specular.png. Bucket-fill the pasted layer with white. Set blending to 6% to 10% alpha. Merge down.&lt;br /&gt;
*4) Decide what parts of albedo.png are semi-gloss paints. Select, copy, paste on spec. On the pasted layer, use Colors -&amp;gt; Hue/Saturation, and bring saturation half way down. Blend with 50% alpha. Merge down.&lt;br /&gt;
*5) Decide what parts are chrome or gold, select, copy, paste, bucket-fill the pasted layer with white or yellow, respectively. 100% blend. Merge down.&lt;br /&gt;
&lt;br /&gt;
Any matte paints or other matte materials stay black. Your specular texture is done, sir. You can add noise scatter to it, but be sure it's invisibly small amounts of it, like 2 or 3, correlated.&lt;br /&gt;
&lt;br /&gt;
Now, for the diffuse texture, make a copy of albedo.png, call it diffuse.png. Open specular.png as-layer on top; change blending mode to Subtract. Merge down. Save. Diffuse done!&lt;br /&gt;
&lt;br /&gt;
Shininess: On a separate texture, starting with black, make very glossy things like chromes and high gloss paints white. Make semi-gloss paints and plastics medium grey. Non-polished metals dark grey. The rest black. Add noise to taste.&lt;br /&gt;
Save it as shininess.png for future reference. Copy and paste into the specular texture's alpha channel (you may need to Add Alpha Channel to specular.png). Save.&lt;br /&gt;
&lt;br /&gt;
All done!&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* Super-Realistic Texturing [[HowTo:SuperrealisticTexturing]]&lt;br /&gt;
* LaGrande Noodle [[http://wcpedia.com/dw/doku.php/wc_info/modding/texturing_noodle WC Junction Wiki]]&lt;br /&gt;
* Modeling and Texturing Workflow [[http://wcjunction.com/phpBB2/viewtopic.php?t=568 WC Junction Forums]]&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Shaders]]&lt;br /&gt;
[[Category:Modeling|Shaders]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:IntroToShaders&amp;diff=17445</id>
		<title>HowTo:IntroToShaders</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:IntroToShaders&amp;diff=17445"/>
				<updated>2010-03-16T15:59:28Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* Requirements Overview */ Clarified and corrected texture specifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Requirements Overview =&lt;br /&gt;
&lt;br /&gt;
* A diffuse texture is the color of a surface.&lt;br /&gt;
&lt;br /&gt;
* A spec texture determines what color a certain place on the model ''reflects'', and ''how much''. Not the diffuse colour - the specularity!. Usually and in rough terms, the brighter the specularity, the dimmer the diffuse, and viceversa, since energy must be conserved.&lt;br /&gt;
&lt;br /&gt;
* A shininess texture determines the roughness of the surface, that is, how mirror-like the material ''reflects''. (Black and white). Black would mean the material is very rough, close to completely diffuse, and white it would mean it's a mirror. Normal materials lie somewhere in the middle.&lt;br /&gt;
&lt;br /&gt;
* A normal map is quite difficult to make, it is a purple texture that changes the normal of a surface, so that it looks like the surface is bumped (Used for making details like armor plates). Normal maps should be baked with tools designed to do that.&lt;br /&gt;
&lt;br /&gt;
* A damage texture is basically a diffuse texture but with scratches and holes in it. Gets faded-in when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
* A glow texture is that one that glows by itself without any light shining on it. It specifies emissive parts of the model, like lit windows, baked static lights, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Introduction to Shaders, and what they mean to the modelling and texturing pipeline ====&lt;br /&gt;
&lt;br /&gt;
I'm going to expand on this and write a whole bunch of wiki how-to's; this is a first overview.&lt;br /&gt;
As of this writing, the default shaders aren't finalized yet, and the changes that are coming affect the way the textures need to be packed.&lt;br /&gt;
&lt;br /&gt;
However, you ''CAN'' start working on bumpmaps and normalmaps (and shininess maps) '''right now''', if you want.&lt;br /&gt;
There will be off-line tools provided to convert texture packs from the current set, namely...&lt;br /&gt;
 * Diffuse texture&lt;br /&gt;
 * Specular texture&lt;br /&gt;
 * Glow texture&lt;br /&gt;
 * Damage texture,  '''plus the ''new'''''&lt;br /&gt;
 * '''Normal map'''&lt;br /&gt;
 * '''Shininess map''' (the current shader expecting it in the alpha channel of the specular texture)&lt;br /&gt;
...to the most likely new packing arrangement of:&lt;br /&gt;
 * Texture 0: Diffuse texture (may have 0, 1, or 8 bits of alpha)&lt;br /&gt;
 * Texture 1: Specular texture (plus shininess in alpha)&lt;br /&gt;
 * Texture 2: Glow texture(plus normalmap dU in alpha)&lt;br /&gt;
 * Texture 3: Damage texture (plus normalmap dV in alpha)&lt;br /&gt;
 * Texture 4: Auxiliary texture (Bump, concavities, plus ambient occlusion in alpha)&lt;br /&gt;
&lt;br /&gt;
Even this rapidly evolving &amp;quot;standard&amp;quot; is only temporary, in the sense that with Klauss' GI (Global Illumination) techniques, we'll need to have two textures called &amp;quot;PRT-N&amp;quot; and &amp;quot;PRT-P&amp;quot;; but won't need ambient occlusion; and probably the &amp;quot;concavities&amp;quot; will move to the alpha channels of the PRT-N and PRT-P textures. In any case, the &amp;quot;concavities&amp;quot; are an untested idea, explained below in italics. Feel free to skip it if it sounds like Aera slang...&lt;br /&gt;
&lt;br /&gt;
'''''This is very technical; read at your peril:'''''&lt;br /&gt;
&lt;br /&gt;
''In more detail, Texture 4 would have the heighth map (bump map) in the green channel, and two &amp;quot;concavities&amp;quot; in the red and blue channels. Well, not concavities, at all, but I didn't know a better term... This is what I mean:''&lt;br /&gt;
&lt;br /&gt;
''Suppose you plant a normal at a point on a ship's surface, normalmap considered. Now, suppose this normal is a solid pole with two sticks that pivot at the base and can open up at the top, like a V, symmetrically, like the handles of a wine bottle cork extractor. So, open the sticks like a V until one stick or the other touches any other part of the ship. Write down the angle. Now turn the pole 90 degrees and take another measurement. The two planes of rotation should align with the texture's x and y axes (i.e.: in &amp;quot;tangent space&amp;quot;). These two angle measurements get recorded to red and blue, by an off-line tool yet to be programmed.''&lt;br /&gt;
&lt;br /&gt;
''At runtime, the shader establishes the direction of the eye vector in texture coordinates (x,y), or (u,v), ignoring tangent space z; and uses these values to interpolate a value between the red and blue channels (the two angles measured off-line). Presumably that would approach the actual V angle at the plane normal to the surface that intersects the eye, if we were to measure it. Now we simply compare the eye-to-normal angle to 1/2 of the V angle, and, VOILA!: If it is less, we paint the environment map (multiplied by surface specular value); if it's more, then we know that the specular reflection is occluded, so we don't paint (or paint with a dark color, like 0.25 times the ship's average color, multiplied by local specular color). This should achieve '''specular self-occlusion'''.''&lt;br /&gt;
&lt;br /&gt;
'''''End of very technical.'''''&lt;br /&gt;
&lt;br /&gt;
In fact, there may be ''several'' such tools, for variations in types and&lt;br /&gt;
numbers of input textures. And I have a prototype of one such tool, the &amp;quot;nodulizer&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/beta/nodulizer.png&lt;br /&gt;
&lt;br /&gt;
The nodulizer is really a [http://www.blender.org/ Blender3D] .blend file. You throw it into a folder where you want to convert a set of&lt;br /&gt;
textures, rename the textures to what the nodulizer expects, or else edit the input nodes for them (on the left), adjust&lt;br /&gt;
the scaling factor with that input node at the bottom left corner, and press the Use Nodes button in the menu bar below.&lt;br /&gt;
The scaling factor is there in case you have large (2k by 2k or 4k x 4k originals, and want to produce 1k outputs;&lt;br /&gt;
otherwise make the scaling factor 1.0. Needless to say, you need to have Blender installed, then you can just double-&lt;br /&gt;
-click on nodulizer.blend.&lt;br /&gt;
&lt;br /&gt;
You can download the nodulizer beta here:&lt;br /&gt;
[http://deeplayer.com/dan_w/nodulizer/beta/nodulizer.7z nodulizer.7z]&lt;br /&gt;
Just don't use it yet; the shader that uses this packing is still in the works; but you can play with it, see what it does.&lt;br /&gt;
&lt;br /&gt;
There may also be a command line tool to do the same thing; not decided yet, but the advantage of using Blender's &amp;quot;nodes&amp;quot; and &amp;quot;noodles&amp;quot; is that the tool can be easily customized, specialized, tweaked, expanded... So, IF there may be a command line version, it will probably only be provided for a default repacking, for those who can't use Blender due to their religion :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But, getting back to basics, the question most often asked: what's the difference between bump- and normalmaps?&lt;br /&gt;
&lt;br /&gt;
== Bump map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bump map is a gray scale image where the brightness represents height above the surface, and darkness represents depth.&lt;br /&gt;
50% gray means at surface level.&lt;br /&gt;
&lt;br /&gt;
The problem with bumpmaps is they take a lot of processing in the gpu (videocard) to be really good to use; and that they&lt;br /&gt;
are quintessentially non-mipmap-able. So normalmaps soon took over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Normalmap ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normal maps encode simply the angle of the surface. At each point on the surface, if you think of a normal vector to it, how much it is&lt;br /&gt;
moved to left or to right from the straight UP position is called the dU. How much it is moved forwards or back from straight up is the dV.&lt;br /&gt;
And how high it is, is the z. And the length of the normal vector is normalized to 1. What does that mean? 255, of course. :D Well, the way colors are represented in rgb is 8-bits unsigned, going from 0 to 255. On the other hand, you could think of that as a fractional number i.e.: going from 0/256 to 255/256, which is almost 1. In OpenGl it is customary to work with 0-0.994 representation.&lt;br /&gt;
&lt;br /&gt;
In a '''''tangent space''''' normal map, normals are specified relateive to the surface (as opposed to older normal maps where x y and z were&lt;br /&gt;
specified in global coords). So, since, on average, a surface is flat, z is usually close to 1. z goes in the blue channel, so normal maps, when you open them in Gimp look very blue. Red gets the dU, but transposed, as the dU could be positive or negative. 50% red means zero. Same with green and dV. So where a surface is flat, the normal map color is red = 0.5, green = 0.5, blue = 1.0&lt;br /&gt;
&lt;br /&gt;
And you produce them with [http://www.xnormal.net/ xNormal], and/or with [http://nifelheim.dyndns.org/%7ecocidius/normalmap/ the Gimp plugin from nvidia]. The plugin takes a grayscale bumpmap and computes a normal map. xNormal takes a fine mesh and a coarse mesh, and makes a normal map that, when applied to the coarse mesh, makes it appear like the fine mesh.&lt;br /&gt;
&lt;br /&gt;
Dual Joe nowadays swears by [http://epsylon.rptd.ch/denormgen.php denormgen]; --says it's easier to use than xnormal, runs on Linux, and&lt;br /&gt;
can stack normalmaps. I haven't tried it yet.&lt;br /&gt;
&lt;br /&gt;
== What do they look like? ==&lt;br /&gt;
Bumpmap:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/bump.jpg&lt;br /&gt;
&lt;br /&gt;
Normal map:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/final_norm.jpg&lt;br /&gt;
&lt;br /&gt;
The above normal map is actually a combination of subtle normal corrections computed using xNormal, from a 100k+ polygon mesh, and the result of making a normal map out of the bumpmap above, using Gimp's normal map plugin from Nvidia. That plugin has a choice in the Conversion drop box, called &amp;quot;Normalize Only&amp;quot;. Very useful when you're blending normal maps, because normal maps get corrupted by blending ops, and you need to&lt;br /&gt;
renormalize them, afterwards. Also, if you want to increase the strength of a normal map, you can dim down a bit the blue channel in Gimp, then renormalize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shininess Map ==&lt;br /&gt;
&amp;quot;Shininess&amp;quot; is a bad name for a good thing to model, a fundamental property of materials, which can make a glass cockpit look glossy, and make metal look &amp;quot;shiny&amp;quot; without looking &amp;quot;glossy&amp;quot;. (Just goes to show what a bad name &amp;quot;shininess&amp;quot; is... Metal looks &amp;quot;shinier&amp;quot; although less glossy, by having a lower shininess than glass. Why couldn't they call it &amp;quot;gloss&amp;quot;, for Pete's sake?)&lt;br /&gt;
&lt;br /&gt;
Here's shininess at work in my current beta shader:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/beta/shinycockpit.jpg&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/shot.jpg&lt;br /&gt;
&lt;br /&gt;
Hard to appreciate with a still picture... The metal does reflect the environment, but the reflections are so blurred you can barely notice them.&lt;br /&gt;
Don't confuse &amp;quot;shininess&amp;quot; with &amp;quot;specular color&amp;quot;. Totally different animals.&lt;br /&gt;
&lt;br /&gt;
Shininess describes how &amp;quot;UN-blurred&amp;quot; reflections are. A high shininess (200 or so) reflects images sharp and clear.&lt;br /&gt;
With a shininess of 100 you begin to notice blurriness. With a shininess of 20, the reflected environment is so blurred it looks almost like half way between specularity or plain diffuse color.&lt;br /&gt;
&lt;br /&gt;
Unlike specular color, shininess is a monochrome (gray scale) parameter. For the ship in the shader screen-shot above, this is what the specular texture looks like:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/specular512.jpg&lt;br /&gt;
&lt;br /&gt;
And this is what the shininess texture looks like:&lt;br /&gt;
&lt;br /&gt;
http://deeplayer.com/dan_w/nodulizer/shininess512.jpg&lt;br /&gt;
&lt;br /&gt;
Notice that specular color of the cockpit is pinkish or purplish. Yes, it looks green, but that's because there's a bit of green light I put in the glow map, to make it look like someone lives there; but the specular reflections are  actually tinted purple. But anyhow, what I wanted to call your attention to is that the specular strength of the cockpit is not much greater than that of the metal, and in fact it should be less, or rather, the metal should be brighter in specular. I'll fix that. But the cockpit will still look glossier than the metal --i.e.: won't blur the reflections.&lt;br /&gt;
&lt;br /&gt;
And what makes the cockpit look &amp;quot;glossy&amp;quot; is the white color in the shininess map, versus gray for the metal.&lt;br /&gt;
&lt;br /&gt;
Glossy paints and plastics, for example, as well as glass, and most dielectric materials and coatings, can have very high shininess, but very low specularities. Look at a glossy white fridge, for instance: Reflections are sharp ; not blurred; (i.e. high shininess); and yet hard to see (low specularity). Same with glass...&lt;br /&gt;
&lt;br /&gt;
At the opposite extreme, most metal surfaces are best represented by making them (black in diffuse and...) medium to high brightness in specular, but with low or very low, or ultra-low shininess. Stainless steel, for instance: Black in diffuse, about 60% gray in specular, shininess of like 20 or 10, or even 5.&lt;br /&gt;
&lt;br /&gt;
And it's not necessarily true that one must stay away from white specular. Rough aluminium, for instance, would be best represented as black in diffuse, white in specular, and black again in shininess (shininess of &amp;quot;zero&amp;quot; (the shader limits it to 1 (of 255) at the bottom end)).&lt;br /&gt;
&lt;br /&gt;
For gray car paint, almost the exact opposite: 50% gray in diffuse, say, or whatever shade of gray you want the paint to be, up to 80% or 85% gray for &amp;quot;white&amp;quot; paint (white paint is never perfectly white); but about only 10% to 15% gray (pretty dark gray) in specular --regardless of the shade of the paint--; and yet with shininess you could go as high as 255 (&amp;quot;white&amp;quot; shininess) to represent high gloss.&lt;br /&gt;
&lt;br /&gt;
Shininess and specularity are UN-related; because specularity is a characteristic of the material itself, whereas shininess is a function of how smooth or &amp;quot;polished&amp;quot; the surface finish is; and the two things are *completely* unrelated.&lt;br /&gt;
I strongly disagree about shininess and specularity being related, even for single-layer materials. Take rough aluminium (like cast aluminium) and polished stainless or nickle (like a baking pan), for instance: Stainless has about 60% specularity regardless of polish. If highly polished, it can have pretty high shininess (low blur in the reflections), and yet its specularity stays the same at 60%. Aluminium is almost white in specular (over 90% reflective, and a tiny bit bluish), regardless of polish; but in most uses of aluminium (except shiny foil), it has pretty low shininess.&lt;br /&gt;
I stand by my argument: shininess and specularity are UN-related, IN-dependent variables; --regardless of how many layers you have.&lt;br /&gt;
&lt;br /&gt;
Maybe what confuses you is oxides. Aluminium becomes less specular when it oxidizes (yes, aluminium oxidizes, but its oxide is clear --well, semi-transparent gray--, so you don't &amp;quot;see&amp;quot; it), and it is statistically less common to find oxides on polished surfaces. But this is only statistical and circumstantial: Just the fact that the act of polishing tends to scrape off oxides and other &amp;quot;dirts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do is decide what your materials are. What's metal, what's plastic, what's ceramic, what's glass, etceteras.&lt;br /&gt;
You can then, in Gimp, select regions by color and paste them in a new layer, then change the color for specular, and yet another layer for shininess. Then you export the layers to separate xcf's.&lt;br /&gt;
For metals, you need to decide which metals they are.&lt;br /&gt;
For paints, what kind of paints.&lt;br /&gt;
Low gloss paints have specular colors of the same hue and saturation as diffuse, but darker, and dark shininess. Glossy paints have gray-scale (desaturated) specular color, and high shininess. Metals are all mostly black in diffuse, and of varying brightness in specular, but low shininess.&lt;br /&gt;
Chromes would be white in specular, black in diffuse, high shininess.&lt;br /&gt;
Gold is black in diffuse, yellow in specular, high shininess.&lt;br /&gt;
Matte ceramics (and matte materials in general, such as paper or fabrics or rust) are whatever color they are, in diffuse; but black in specular (shininess doesn't matter).&lt;br /&gt;
Plastics are like high gloss paints (gray-scale, desaturated specular color), but lower gloss.&lt;br /&gt;
&lt;br /&gt;
== Texture packing ==&lt;br /&gt;
&lt;br /&gt;
As of this writing, it goes like I wrote at the beginning of the file:&lt;br /&gt;
 * Texture 0: Diffuse texture (may have 0, 1, or 8 bits of alpha)&lt;br /&gt;
 * Texture 1: Specular texture (plus shininess in alpha)&lt;br /&gt;
 * Texture 2: Glow texture(plus normalmap dU in alpha)&lt;br /&gt;
 * Texture 3: Damage texture (plus normalmap dV in alpha)&lt;br /&gt;
 * Texture 4: Auxiliary texture (Bump, concavities, plus ambient occlusion in alpha) &lt;br /&gt;
&lt;br /&gt;
I overwrote the above several times in the past few hours, so to say that it is in flux would be an understatement.&lt;br /&gt;
Anyways, stay tuned.&lt;br /&gt;
&lt;br /&gt;
== Miscellanea ==&lt;br /&gt;
&lt;br /&gt;
A new release of the vs engine may automatically initialize the ''ambient'' and ''specular'' color in the systems' xml files (i.e.: obtain them from averaging the color of their associated background textures). This will be a Good Thing (TM)! Where would you suppose ambient light comes from, if not from the background? So, if we're in a blue nebula, it makes no sense for ambient light to be red. But the chances of it being blue, if left to modders, is about &amp;lt;math&amp;gt;2^(-24)&amp;lt;/math&amp;gt;, or one in 65 million. So, with this change, it will be right automatically.&lt;br /&gt;
&lt;br /&gt;
This subject is not complete without discussing ambient occlusion baking and the glow map; but this is too experimental at the moment. Suffice it to say that if I succeed, we'll never use gl ambient light, but will use the glow map to emulate ambient illumination, with self-occlusion baked in, and modulated by the color and intensity of the background. (EDIT: After this writing it was decided to separate ambient occlusion from static illumination and glows, and throw it into the alpha channel. This will a) give ambient occlusion a lot more precision and resolution when compressed to dds with dxt5, and will make the job of the shader a lot easier, and avoid the hassle of forcing artists to use only saturated colors for external lights.)&lt;br /&gt;
&lt;br /&gt;
Also: &amp;quot;detail textures&amp;quot;: No need to complicate this post with it too much, but... Detail textures are basically tiling textures, typically 256x256, that map multiple times over the same UV map as the regular textures do, typically 16x16 times, &amp;quot;adding detail&amp;quot; as you get closer to an object (ship or station).&lt;br /&gt;
&lt;br /&gt;
There will be two:&lt;br /&gt;
 * Texture 5: Diffuse detail (color in rgb, detail normal map dU in alpha)&lt;br /&gt;
 * Texture 6: Spec detail (luma in red and blue, shininess in green, normal dV in alpha)&lt;br /&gt;
(The above is tentative and subject to change.) The reason you don't need to worry about it is that there will be default detail textures that will apply generally to all ships and stations and planets, unless you supply your own detail textures and specify them in the .bfxm. The default ones will simply be some kind of Perlin noise, barely noticeable, just enough to hide &amp;quot;pixelation&amp;quot; artifacts when you get close to a ship or station; --no more.&lt;br /&gt;
&lt;br /&gt;
== Step by Step Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Another way of looking at it is, you can start by painting a texture, if you want, like most texturers do; but instead of misleadingly calling that first texture &amp;quot;diffuse&amp;quot;, just call it &amp;quot;albedo&amp;quot;. Albedo is the overall color you see off a material. And keep in mind that, for each material...&lt;br /&gt;
&lt;br /&gt;
'''albedo = diffuse + specular'''&lt;br /&gt;
&lt;br /&gt;
So then the question is how you divide up that albedo color between diffuse color and specular color. For metals, it all pretty much goes to specular. For matte ceramics and matte paints, it all pretty much goes to diffuse. The in-betweens are sparse and far in-between. For plastics, the gray-scale component of the color goes to specular, and the rest to diffuse.&lt;br /&gt;
&lt;br /&gt;
Or... Even easier; step by step:&lt;br /&gt;
&lt;br /&gt;
You got your first texture; albedo.png.&lt;br /&gt;
Set up a new texture called &amp;quot;specular.png&amp;quot;, fill it with black. Now,&lt;br /&gt;
&lt;br /&gt;
*1) Decide what parts of albedo.png are metal, select them using the select-by-color tool, in Gimp. Copy, then paste onto specular.png with 90% or 95% blending. Merge down.&lt;br /&gt;
*2) Decide what parts of albedo.png are plastic, select them, copy, paste on specular.png; but before merging them, desaturate them. 100% blending. Merge down.&lt;br /&gt;
*3) Decide what parts of albedo.png are glossy paint. Select, copy, paste on specular.png. Bucket-fill the pasted layer with white. Set blending to 6% to 10% alpha. Merge down.&lt;br /&gt;
*4) Decide what parts of albedo.png are semi-gloss paints. Select, copy, paste on spec. On the pasted layer, use Colors -&amp;gt; Hue/Saturation, and bring saturation half way down. Blend with 50% alpha. Merge down.&lt;br /&gt;
*5) Decide what parts are chrome or gold, select, copy, paste, bucket-fill the pasted layer with white or yellow, respectively. 100% blend. Merge down.&lt;br /&gt;
&lt;br /&gt;
Any matte paints or other matte materials stay black. Your specular texture is done, sir. You can add noise scatter to it, but be sure it's invisibly small amounts of it, like 2 or 3, correlated.&lt;br /&gt;
&lt;br /&gt;
Now, for the diffuse texture, make a copy of albedo.png, call it diffuse.png. Open specular.png as-layer on top; change blending mode to Subtract. Merge down. Save. Diffuse done!&lt;br /&gt;
&lt;br /&gt;
Shininess: On a separate texture, starting with black, make very glossy things like chromes and high gloss paints white. Make semi-gloss paints and plastics medium grey. Non-polished metals dark grey. The rest black. Add noise to taste.&lt;br /&gt;
Save it as shininess.png for future reference. Copy and paste into the specular texture's alpha channel (you may need to Add Alpha Channel to specular.png). Save.&lt;br /&gt;
&lt;br /&gt;
All done!&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* Super-Realistic Texturing [[HowTo:SuperrealisticTexturing]]&lt;br /&gt;
* LaGrande Noodle [[http://wcpedia.com/dw/doku.php/wc_info/modding/texturing_noodle WC Junction Wiki]]&lt;br /&gt;
* Modeling and Texturing Workflow [[http://wcjunction.com/phpBB2/viewtopic.php?t=568 WC Junction Forums]]&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Shaders]]&lt;br /&gt;
[[Category:Modeling|Shaders]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=17444</id>
		<title>Development:Roadmap:0.6.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Roadmap:0.6.0&amp;diff=17444"/>
				<updated>2010-03-15T17:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;Klauss: /* 0.5.1 */ Marked cube map support as finished&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.&lt;br /&gt;
&lt;br /&gt;
This is a task list for intermediate 0.5.x releases. The stuff that should get done for each intermediate and until the 0.6.0 release.&lt;br /&gt;
&lt;br /&gt;
=Generic Roadmap=&lt;br /&gt;
This roadmap is in need of further broken down into release specific tasks and assignment of those.&lt;br /&gt;
&lt;br /&gt;
==Factions rework==&lt;br /&gt;
*Hierarchical factions (e.g. *_citizen, affects *) &lt;br /&gt;
*Allowing for non-factions (privateer is already our non-faction, we just need to fix some of the behavior.)&lt;br /&gt;
*Ability for player joining a faction&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*Faction-level AI (race / faction strategy)&lt;br /&gt;
*Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)&lt;br /&gt;
*Macro (fg/faction)&lt;br /&gt;
* Flightgroups&lt;br /&gt;
** Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )&lt;br /&gt;
** Flightgroups should have subsets of ships that spawn together (combined arms)&lt;br /&gt;
* add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.&lt;br /&gt;
* AI spec drive use, escorts...&lt;br /&gt;
&lt;br /&gt;
==Content Creation Tools==&lt;br /&gt;
*Prerequisite: straight XML, DTD (Document Type Definition) support&lt;br /&gt;
*System Editor&lt;br /&gt;
*Unit Editor&lt;br /&gt;
*CSV Editor (MPL, faction_ships.py, units.csv)&lt;br /&gt;
*Mission Editor &lt;br /&gt;
*Campaign Editor&lt;br /&gt;
*Config Editor&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
*Persistence (systems, bases, flight groups, …)&lt;br /&gt;
&lt;br /&gt;
==Building/Packaging==&lt;br /&gt;
*Move to cmake&lt;br /&gt;
&lt;br /&gt;
==Documentation==&lt;br /&gt;
*Document the general function/flow of the game &lt;br /&gt;
*Engine internals, API (development documentation)&lt;br /&gt;
*Python bindings&lt;br /&gt;
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?&lt;br /&gt;
*Faction documentation&lt;br /&gt;
&lt;br /&gt;
==Engine rework==&lt;br /&gt;
*Audio subsystem overhaul&lt;br /&gt;
*Support for texture versions and normal map tangents&lt;br /&gt;
*Shader updates&lt;br /&gt;
&lt;br /&gt;
=Release Roadmap=&lt;br /&gt;
&lt;br /&gt;
There are up to three sections in each roadmap release chapter:&lt;br /&gt;
* '''VS Engine''' relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools&lt;br /&gt;
* '''VS Data''' relates to: modifications to art, data, and mission scripts&lt;br /&gt;
* '''Other''' relates to: documentation, wiki, project web page, masters repository, project management&lt;br /&gt;
&lt;br /&gt;
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Separate bin and data tree structure. Note:    those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.&lt;br /&gt;
* '''[FINISHED]''' (''ace123'') Rename data4.x to data and patch corresponding source code where necessary.&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures'').&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Preparation of a cross-platform packaging system (cmake)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Updates to the shader (commit chuck's unit shader)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Correct rings generation to be always in the same plane&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Support for target shield gauges definition&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for &amp;quot;TexturePackingVersion&amp;quot; variable in xmesh&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Add support for techniques and far z-buffering correction&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') Tangent support for normal maps&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') sound refactoring phase I - basic functionality&lt;br /&gt;
* '''[ONGOING]''' (''klauss'') movie support&lt;br /&gt;
* '''[FINISHED]''' (''klauss'') CubeMap engine support&lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') CineMut shader family&lt;br /&gt;
* Minor bug fixes.&lt;br /&gt;
** '''[FINISHED]''' (''ace123'') fixed player relationship with each faction in savegame&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') planetary rings are always coplanar&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') system ownership (faction) and sector info shown in &lt;br /&gt;
RVDU and on map&lt;br /&gt;
** '''[FINISHED]''' (''pyramid'') python modules can be organized in additional subfolders (ai, mission, quests)&lt;br /&gt;
** '''[OPEN]''' (''ace123'') show ship sell price in user interface&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[FINISHED]''' (''safemode'') Added some textures to hqtextures.  &lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD images&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Higher pay for combat missions.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Tutorial mission&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') splash screen grouping in pre-load and load ani directories&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') additional art (planet backgrounds for lava, forest, rock, and frigid_mud, new space backgrounds, hud images)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') partial extensions renaming (cockpits, sprites, backgrounds)&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Visually enhanced target shield gauges&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') New and updated cargo and upgrade image contributions&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Standardized factions coloring scheme&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Units subdirectories for vessels and installations&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new ship models (Kahan, Knight, Tridacna, ....) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Various new installation models (Rlaan, Uln, Shaper, ...) [http://vegastrike.sourceforge.net/devblog/?p=36 see blog]&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine (done: blockade, dispute, shipyard bomb, slaver, surplus) &lt;br /&gt;
* '''[ONGOING]''' (''chuck_starchaser'') Units re-texturing for CineMut texture packing version (Hammer).&lt;br /&gt;
&lt;br /&gt;
'''Documentation &amp;amp; Mod Tools &amp;amp; Other'''&lt;br /&gt;
* '''[OPEN]''' (''???'') The Player's Guide tutorial glitches: Example: It says to buy the jump drive from Jenek...; The Alt-0 key was replaced with D.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Unit Converter OBJ-&amp;gt;BFXM - a mesher frontend.&lt;br /&gt;
* '''[FINISHED]''' (''pyramid'') Re-organization of vessels model requirements on [[Development:3D_Models]].&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
*  '''[OPEN]''' (''safemode'') Implement opcode's Ray Collider for ray-mesh collisions. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3&lt;br /&gt;
* '''[OPEN]''' (''klauss'') More shader fixes, texture updates/additions.&lt;br /&gt;
* '''[OPEN]''' (''safemode'') Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5&lt;br /&gt;
* '''[OPEN]''' (''klauss'') sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)&lt;br /&gt;
* '''[OPEN]''' (''klauss'') put gfxlib into a class, or at the _very_least_ a namespace&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[ONGOING]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Revision of planet types&lt;br /&gt;
&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' XGUI support for scripts&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' More shader fixes (should be pretty good by now), texture updates/additions&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' Continue to work on proper XML parsing in engine&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' update xml files in VS to be proper mode&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' setup tool&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* '''[OPEN]''' ''(pyramid)'' Create custom systems with Homeworlds for races and factions&lt;br /&gt;
&lt;br /&gt;
== 0.5.4 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* '''[ONGOING SPECIFICATION]''' (''klauss, darkmage'') content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance. &lt;br /&gt;
* make proper xml mode default, remove code to parse obsolete xml-ish code. &lt;br /&gt;
* Get codebase stabilized in prep for refactoring graphics code.&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' new wormhole effects&lt;br /&gt;
* '''[OPEN]''' ''(safemode)'' improved ship AI&lt;br /&gt;
* '''[OPEN]''' ''(klauss)'' cleaning up unused mesh legacy formats (mesh_bin.cpp, ...)&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.5 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Refactor graphics code.&lt;br /&gt;
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.6 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Texture additions/ etc&lt;br /&gt;
* Document refactored graphics and sound code.&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.7 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Thread graphics code and sound code with boost threads.&lt;br /&gt;
* Bug Fixing. &lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.5.9 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* sound refactoring Phase III would add environmental effects&lt;br /&gt;
* Bug Fixing.&lt;br /&gt;
* Documenation&lt;br /&gt;
* Credits&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
&lt;br /&gt;
== 0.6.0 ==&lt;br /&gt;
'''VS Engine'''&lt;br /&gt;
* Minor bug fixes from previous revision&lt;br /&gt;
* Packaging&lt;br /&gt;
&lt;br /&gt;
'''VS Data'''&lt;br /&gt;
* documentation&lt;br /&gt;
&lt;br /&gt;
[[Category:Roadmaps]]&lt;/div&gt;</summary>
		<author><name>Klauss</name></author>	</entry>

	</feed>