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Topics - Stefan

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Terry recently announced that he was going to be changing positions at AMD
I will be working on the exciting new Fusion APU's and will be managing the software marketing for those products. The reason for the switch is very simple. AMD will be launching something very revolutionary with our APU's (Accelerated Processing Unit). I have the opportunity to be involved in something the world has never seen before and to be part of it from the ground level. This is the reason AMD acquired ATI in fact - bringing APU's to market and combining CPU and GPU functionality in a single package

Full interview here

     With Call of Duty: Black Ops built for 3D, the list of 3D-enabled games has reached a respectable
     number. So which ones are the best and what gear do you need to play them?

     Avatar the movie hurled 3D into the public consciousness, but the true impact of 3D is being felt in gaming, where
     you’re not just watching a stereoscopic world, you're totally immersed in it. Watching Avatar at the cinema was cool,
     but putting on the NVIDIA 3D glasses and firing up our ASUS 3D monitor to play Need for Speed: Shift in 3D was
     mind-blowing. It was the “wow” moment, the kind you get when a new, disruptive technology shows up to suddenly
     change the way things are done.

Download whitepaper

3D-Tech News Around The Web / HWiNFO32 v3.65 Released
« on: December 21, 2010, 03:19:02 PM »
Changes in HWiNFO32 v3.65 - Released on: Dec-21-2010:

    * Enhanced support of ATI PM2 sensors.
    * Added support of CHiL CH8266 PWM (for monitoring of GPU voltage, current, power).
    * Added universal support of CSMI SAS (improved drive detection).
    * Enhanced sensor monitoring on ASUS Rampage III GENE/Extreme.
    * Enhanced support of AMD Family 15h.
    * Added support of Intel XTU v2.1.
    * Added nVidia GeForce GTX 570.
    * Enhanced sensor monitoring on Intel 6-series desktop boards.
    * Added nVidia GeForce GT 540M.
    * Enhanced support of Ivy Bridge-DT/MB.
    * Added preliminary support of Ivy Bridge-EP/EX (Ivytown).
    * Enhanced sensor monitoring on MSI GX620.
    * Improved recognition of Arrandale ECC.
    * Added support of SMSC SCH3112/4/6 LPC HW monitor.
    * Fixed Benchmark comparison label issue.
    * Added Intel Core 2nd generation logos.


    * After Release 261.19, NVIDIA will no longer test and invest in Windows 2000 driver support–all associated software, drivers, and tools will not support Windows 2000. Windows XP will still be supported.

New in Release 261.19:

    * Support for Quadro 6000, Quadro 5000, Quadro 4000, Quadro 2000 and Quadro 600.
    * Adds support for OpenGL 4.0
    * ECC State
          o New page for GPUs that support ECC (error correction code). The page lets you
                + Change the Error Correction Code (ECC) state for GPUs.
                + View GPU memory details.
    * EDID Management
          o Accessible from the View System Topology page, this feature lets you:
                + View the connector information
                + Get an EDID from a connected display and save it to disk
                + Force an EDID at a connector
                + Remove a forced EDID from a connector

    * Workstation application compatibility fixes. Please read the release notes for more information on product support, feature limitations, driver fixes and known compatibility issues.
    * If you would like to be notified of upcoming drivers for Windows, please subscribe to the newsletter.

Existing Support:

    * Support for the Open Computing Language (OpenCL) 1.0 in Quadro FX Series x700 and newer as well as the FX4600 and FX5600.
    * Supports NVIDIA SLI technology (two-way SLI) for DirectX 9, DirectX 10, and OpenGL on SLI-certified Intel X58-based motherboard based system from select OEMs.
    * Support for DDC-Ci/MCCS over the DisplayPort AUX channel.
    * 10-bits per color (10bpc) DisplayPort support for full-screen applications on supported products.

Tech notes

3D-Tech News Around The Web / ATI Catalyst 10.12 (8.801) FirePro Beta
« on: December 20, 2010, 02:26:04 PM »
Runtimes are identical to the aforementioned 10.12 (8.801) desktop driver.
Besides FirePro all desktop GPUs with unified shaders are supported.

Direct downloads:
Vista/7 32
Vista/7 64

"ATI FirePro 3800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68C9
"ATI FirePro V3700 (FireGL)" = ati2mtag_RV620GL, PCI\VEN_1002&DEV_95CC
"ATI FirePro V3750 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949F
"ATI FirePro V4800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68C8
"ATI FirePro V5700 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949E
"ATI FirePro V5800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_68A9
"ATI FirePro V7750 (FireGL)" = ati2mtag_R7XGL, PCI\VEN_1002&DEV_949C
"ATI FirePro V7800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_6889
"ATI FirePro V8700 (FireGL)" = ati2mtag_RV7XGL, PCI\VEN_1002&DEV_9456
"ATI FirePro V8750 (FireGL)" = ati2mtag_RV7XGL, PCI\VEN_1002&DEV_9444
"ATI FirePro V8800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_6888
"ATI FirePro V9800 (FireGL) Graphics Adapter" = ati2mtag_EvergreenGL, PCI\VEN_1002&DEV_688A

3D-Tech News Around The Web / Notepad++ 5.8.6 released
« on: December 19, 2010, 11:53:40 PM »
Notepad++ v5.8.6 fixed bugs (from v5.8.5):

   1. Fix langs.xml 0 length problem while user ends session without closing Notepad++.
   2. Fix empty line count failure (RegExpr).
   3. Fix task list display glitch under Windows 7.
   4. Add trim functions (header/trailing/compact feature).
   5. Add white space and TAB conversion features.
   6. Fix folding margin to be displayed when opening Notepad++ with a new/empty file (Normal text).
   7. Fix auto-completion detection language bug.
   8. Fix the changing theme settings makes switch back to the default theme bug.
   9. Make english.xml customizable.

This driver SP50855 updates IGD to rev. 2182.
At least for me its impossible to update IGD separately  :(
After installing that you can install regular Mobility 10.12 on top.

IGD 2182 fixes ShaderToyMark's bottom middle demo on Intel HD

"ATI Mobility Radeon HD 540v" = ati2mtag_M9x, PCI\VEN_1002&DEV_9555&SUBSYS_0709103C
"ATI Mobility Radeon HD 540v " = ati2mtag_M9x_PXAI, PCI\VEN_1002&DEV_9555&SUBSYS_143A103C
"ATI Mobility Radeon HD 5430" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E1&SUBSYS_158F103C
"ATI Mobility Radeon HD 5430 " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E1&SUBSYS_158E103C
"ATI Mobility Radeon HD 5450" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1433103C
"ATI Mobility Radeon HD 5450 " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1434103C
"ATI Mobility Radeon HD 5450  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_146B103C
"ATI Mobility Radeon HD 5450   " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1469103C
"ATI Mobility Radeon HD 5450    " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_EEEE103C
"ATI Mobility Radeon HD 5450     " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1486103C
"ATI Mobility Radeon HD 5470" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_143A103C
"ATI Mobility Radeon HD 5470 " = ati2mtag_Manhattan_PRAI, PCI\VEN_1002&DEV_68E0&SUBSYS_143D103C
"ATI Mobility Radeon HD 5470  " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_143D103C
"ATI Mobility Radeon HD 5470   " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1601103C
"ATI Mobility Radeon HD 5470    " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1600103C
"ATI Mobility Radeon HD 5470     " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E0&SUBSYS_1603103C
"ATI Mobility Radeon HD 5470      " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E0&SUBSYS_1602103C
"ATI Mobility Radeon HD 5650" = ati2mtag_Manhattan_PXAI, PCI\VEN_1002&DEV_68C1&SUBSYS_1436103C
"ATI Mobility Radeon HD 5650 " = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_1437103C
"ATI Mobility Radeon HD 6000 Series" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1&SUBSYS_EEEE103C
"ATI Mobility Radeon HD 6330" = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E5&SUBSYS_1655103C
"ATI Mobility Radeon HD 6330 " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E5&SUBSYS_158E103C
"ATI Mobility Radeon HD 6370" = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_162D103C
"ATI Mobility Radeon HD 6370 " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_162C103C
"ATI Mobility Radeon HD 6370  " = ati2mtag_ManhattanP_PXAI, PCI\VEN_1002&DEV_68E4&SUBSYS_162F103C
"ATI Mobility Radeon HD 6370   " = ati2mtag_ManhattanP, PCI\VEN_1002&DEV_68E4&SUBSYS_162E103C
"ATI Mobility Radeon HD 5000 Series" = ati2mtag_Manhattan, PCI\VEN_1002&DEV_68C1

[GPU-Z Test Build] Fix for crash w/ NVIDIA cards and ATI Stream SDK
- Fixes a crash in OpenCL detection on NVIDIA cards, when the ATI Stream SDK is installed.
For some reason AMD's driver still loads even though no ATI card is installed in the system.

- Also fixed, rounding error when calculating Texture Fillrate on NVIDIA cards

Yet fails with Cedar... 

3D-Tech News Around The Web / IDA pro 6.0 and IDA free 5.0 available
« on: December 19, 2010, 12:36:18 PM »
The IDA Pro Disassembler and Debugger is an interactive, programmable, extendible, multi-processor disassembler hosted on Windows, Linux, or Mac OS X. IDA Pro has become the de-facto standard for the analysis of hostile code, vulnerability research and COTS validation.

Thank you Ida, my old friend  ;)

...D3D11 also came with a few other features that allow more “traditional” rendering approaches to benefit from the increased programmability of graphics hardware. Unfortunately most of them have gone relatively unnoticed, which isn’t surprising when you consider that most of them have little or no documentation...

Full story here

3D-Tech News Around The Web / gDEBugger 5.8 - OpenCL 1.1 is now supported
« on: December 18, 2010, 02:36:32 PM »
gDEBugger Version 5.8

    * OpenCL 1.1 is now supported by gDEBugger CL.


    * Improved the OpenCL forced / disable modes, the modes now retain the driver overhead and synchornization effects, and only lower the actual workload.
    * Added a cap to the number of debug and output strings reported, as applications using many of them at high frequency could cause the gDEBugger client application to respond slowly or even hang.

Fixed bugs:

    * When using rectangular (non-square / cube) OpenCL images, the bytes read, bytes written and bytes copied counters would display wrong values.
    * Using functions which take matrix or vector parameters would sometimes result in crashes if two such functions were called concurrently from two rendering threads.
    * Fixed a rare crash in multi-threaded applications.
    * In some configurations, the gDEBugger OpenGL and OpenCL servers would crash as the debugged application exited.
    * Some applications would experience crashes if the time difference between a context's creation and the first draw function call in it was too short.
    * When debugging several applications in one gDEBugger session, contexts were sometimes wrongly marked as deleted.
    * Calling glUniform1fARB with no current context could crash the OpenGL server.
    * Strings from the GL_AMD_debug_output and GL_AMDX_debug_output extensions were not shown correctly in the API Calls History view.
    * Some parameters in glBlitFramebufferEXT, glBufferAddressRangeNV and clCreate
    * functions were logged incorrectly.
    * When an OpenCL object is released, properties views would continue to display (broken) links to it.
    * OpenGL state variables related to the GL_NV_texture_shader extension were not properly marked as unsupported on implementations that do not support the extension.
    * Some deprecated calls to glBindBufferARB were not correctly marked as such.
    * OpenCL kernel names were diplayed with garbage numbers in the OpenCL Command Queues viewer properties.
    * Windows + Linux: Deleting a context would cause the current context to be detached from the current thread, even if it was not the deleted context.
    * Windows: The gDEBugger OpenGL server would occasionally hang while updating context data with newer ATI graphics drivers.
    * Windows: The gDEBugger OpenCL server would sometimes hang when debugging OpenCL-only applications.
    * Mac: False calls of glGetIntegerv were sometimes reported.
    * Mac: When using pixel formats that have no depth or no stencil bits, an (non-functional) buffer was still shown in the Textures, Buffers and Images viewer.
    * Linux: Configurations which use the LIBGL_DRIVERS_PATH environment variable would wrongly get the message that the driver does not exist.
    * Linux: Using glXCreateContextAttribsARB without certain context flags would cause crashes in some scenarios.

3D-Tech News Around The Web / SIGGRAPH Asia 2010 - OpenCL by Example
« on: December 18, 2010, 09:09:08 AM »
Welcome to the course notes and supplementary materials for the SIGGRAPH Asia 2010 OpenCL by Example tutorial and half-day course.

The course was held at SIGGRAPH Asia 2010 on Thursday, 16 December.

My advisor and I have finally gotten to a point in our implementation of our Real Time Particle System that it can see the light of day. We have been working on an OpenCL implementation of the SPH method for simulating real time fluids. At this point it looks pretty good, which is the scientific way of saying there is still a lot of work to do. Take a look at the video to see it in action inside the Blender Game Engine!

Full story here

3D-Tech News Around The Web / NVIDIA Cg Toolkit 3.0 - November 2010
« on: December 16, 2010, 06:06:07 PM »
The November 2010 version of Cg 3.0 contains the following improvements: 

              Vertex shaders aren't disabled by tessellation shader state assignments 
              DirectX feature levels 9 and 10 now work with cgD3D11 
              cgCombinePrograms respects the auto compile flag 
              The hlsl10g profile now supports structures in AttribArray   
              cgCopyProgram works once again! 
              Fixed a bug when compound-assignment operators (+=, *=, etc.) were used on 
              column major matrices 
              tex2Dsize will now work for shadow samplers 
              Resolved a problem with geometry shaders on OSX 
              Corrected our OSX Framework executable path 
              Fixed crash when connecting API created parameters to precompiled 
              (CG_OBJECT) program parameters 
              No longer try to use typedef keyword in generated GLSL code 
              Fixed a problem in the modf routine 
              Various documentation updates 

News from Epic Games – December 2010 UDK Beta Released
December 16, 2010 – Epic Games, Inc. has released the December 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

NEW! iOS Support
Brand new features and content that users will immediately notice are:

    * Build levels, visually script gameplay events and add visual effects for mobile applications using the Unreal Editor and its major tools, including Unreal Kismet, Unreal Cascade and Unreal Matinee.
    * Superior rendering features for mobile development, including Unreal Lightmass global illumination accelerated by Unreal Swarm distributed computing.
    * The full source and content for the “Epic Citadel” App, plus an additional castle demo map.

Here are some screens from the mobile demo, i.e. that's what you would see on an ipad.

Big Pictures / AMD HD6900 Mecha HK-2207 tech demo - (15 pictures total)
« on: December 16, 2010, 05:17:59 PM »
Check this news link for download and instructions.

3D-Tech News Around The Web / AMD HD6900 Mecha HK-2207 tech demo
« on: December 16, 2010, 05:14:39 PM »
AMD released a new tech demo, get it from developer zone

Runs fine with NVIDIA Fermi  :)

December 15, 2010  v1.0
The HK-2207 real-time demo features a number of post processing effects (depth-of-field, lens flare, ghosting, aerial perspective/atmospheric, LUT, emissive and reflection) provided as an easy approach for developers and artists to adopt Microsoft® DirectX® 11 programming. Each effect can be toggled on or off during the demo. And when LUT is enabled, various look up tables (LUTs) can be cycled through. This demo also uses a current trend in game engines utilizing deferred lighting and deferred shading allowing many more lights and rapid  prototyping.  A newly developed GPU accelerated physics particle system is introduced utilizing DX11 DirectCompute. Bullet Physics is used with a new fracture/destruction approach that also features procedurally generated unique debris leveraging DX11 tessellation. 
Deferred shading does not permit the use of traditional anti-aliasing. AMD introduced a new Morphological AA based on DirectCompute in the latest Cayman drivers that can only currently be enabled via Catalyst Control Center as described below.

*************************************************                                                           *
* Morphological Anti-Aliasing is not enabled by
* default. 
* To enable this feature and enhance the
* appearance of this demo, follow the instructions
* below.               

Step 1. Open the ATI Catalyst(TM) Control Center and

Either:  Right-click on an open area of the desktop, and select Catalyst Control Center from the pop-up menu;

Or:  Click Start > Control Panel > Display >
Change Display Settings > Advanced; Choose the Catalyst Control Center tab, and select the ATI Catalyst Control Center button.

Step 2.  In the upper-left corner select
Graphics > 3D > AA.

Step 3.  Check the "Morphological filtering" checkbox

Step 4. Click the "OK" button.

Currently supported hot keys:

F1: displays the available hot keys

8 : Aerial perspective/atmospheric
M : Audio
1 : Bullet Physics debug
2 : Bullet physics collision
C : Camera toggles unlocking from fixed camera path. Move    with left mouse button pressed, zoom with mouse wheel
D : Depth-of-field
E : Emissive
Esc : Exit
G : Ghosting
F : Lens flare
L : Lights
, : (comma) cycle through various LUTs when LUT is enabled
P : Pause
9 : Reflection
] : jump forward to next shot
[ : jump backward to previous shot
R : Restart
T : Switch render target forward  (color, normal, ambient occlusion, emissive, standard)
Y : Switch render target backward
W : Wireframe
^ : Console

In this article you'll gain valuable insight into how to exploit the capabilities of the new 256-bit instructions from the Intel® Advanced Vector Extensions (Intel® AVX).
These instructions are part of the new microarchitecture found in the 2nd Gen Intel® Core™ Processor Family (code-named Sandy Bridge). Starting from a humble, non-tuned "release mode" compilation and progressing to the full 256-bit Intel® AVX version, you'll read how code performance improves by more than an order of magnitude.

3D-Tech News Around The Web / AMD Stream SDK 2.3
« on: December 13, 2010, 07:03:47 PM »
No changelog yet.

Direct downloads:

AMD CLINFO launched on desktop with Intel and NVIDIA SDK  :P

Number of platforms:             2
  Platform Profile:             FULL_PROFILE
  Platform Version:             OpenCL 1.1 WINDOWS
  Platform Name:             Intel OpenCL
  Platform Vendor:             Intel Corporation
  Platform Extensions:             cl_khr_fp64 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_gl_sharing cl_khr_byte_addressable_store cl_khr_icd
  Platform Profile:             FULL_PROFILE
  Platform Version:             OpenCL 1.0 CUDA 3.2.1
  Platform Name:             NVIDIA CUDA
  Platform Vendor:             NVIDIA Corporation
  Platform Extensions:             cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_d3d9_sharing cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll
ERROR: clgetDeviceInfo(-30)

  Platform Name:             Intel OpenCL
Number of devices:             1
  Device Type:                CL_DEVICE_TYPE_CPU
  Device ID:                32902
  Max compute units:             4
  Max work items dimensions:          3
    Max work items[0]:             1024
    Max work items[1]:             1024
    Max work items[2]:             1024
  Max work group size:             1024
  Preferred vector width char:          16
  Preferred vector width short:          8
  Preferred vector width int:          4
  Preferred vector width long:          2
  Preferred vector width float:          4
  Preferred vector width double:       2
  Native vector width char:          16
  Native vector width short:          8
  Native vector width int:          4
  Native vector width long:          2
  Native vector width float:          4
  Native vector width double:          2
  Max clock frequency:             3200Mhz
  Address bits:                18397247599280160
  Max memory allocation:          536838144
  Image support:             Yes
  Max number of images read arguments:       128
  Max number of images write arguments:       128
  Max image 2D width:             8192
  Max image 2D height:             8192
  Max image 3D width:             2048
  Max image 3D height:             2048
  Max image 3D depth:             2048
  Max samplers within kernel:          128
  Max size of kernel argument:          1024
  Alignment (bits) of base address:       1024
  Minimum alignment (bytes) for any datatype:    128
  Single precision floating point capability
    Denorms:                Yes
    Quiet NaNs:                Yes
    Round to nearest even:          Yes
    Round to zero:             No
    Round to +ve and infinity:          No
    IEEE754-2008 fused multiply-add:       No
  Cache type:                Read/Write
  Cache line size:             64
  Cache size:                6291456
  Global memory size:             2147352576
  Constant buffer size:             131072
  Max number of constant args:          128
  Local memory type:             Global
  Local memory size:             32768
ERROR: clBuildProgram(-11)

3D-Tech News Around The Web / Merry Christmas using OpenCL OpenGL Interop
« on: December 13, 2010, 06:33:12 PM »
We at CMSoft would like to share with everyone our best wishes. To do so, we have created a new OpenCL OpenGL Interop example showing how to manipulate vertex coordinates and element indexes of OpenGL VBOs to create a derivation of the Sierpinski Gasket, which is a Sierpinski Tetrahedron.

This video shows CMSoft's OpenCL "Christmas tree".

Download the sample code here.

For some reason it runs only on my ATI/Win7 rig

but fails on my Vista/NVIDIA rig, i don't have a "cloo" why  ::)

Code: [Select]
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
Cloo.InvalidValueComputeException: OpenCL error code detected: InvalidValue.
   bei Cloo.ComputeException.ThrowOnError(ComputeErrorCode errorCode)
   bei Cloo.ComputeCommandQueue.Read[T](ComputeBuffer`1 buffer, Boolean blocking, Int64 offset, Int64 count, IntPtr data, ICollection`1 events)
   bei Cloo.ComputeCommandQueue.Read[T](ComputeBuffer`1 buffer, Int64 offset, Int64 count, ICollection`1 events)
   bei Cloo.ComputeCommandQueue.Read[T](ComputeBuffer`1 buffer, ICollection`1 events)
   bei CLGLInterop.Form1.timer1_Tick(Object sender, EventArgs e) in C:\Users\Douglas\Documents\Visual Studio 2008\Projects\CLGLSierpinskiGasket\CLGLInterop\Form1.cs:Zeile 428.
   bei System.Windows.Forms.Timer.OnTick(EventArgs e)
   bei System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Geladene Assemblys **************
    Win32-Version: 2.0.50727.4206 (VistaSP2GDR.050727-4200).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
    CodeBase: file:///F:/Programme/OpenCl/CLGLSierpinskiGasket/CLGLInterop/bin/Debug/CLGLInterop.exe.
    Win32-Version: 2.0.50727.4016 (NetFxQFE.050727-4000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/
    Win32-Version: 2.0.50727.4205 (VistaSP2GDR.050727-4200).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/
    Win32-Version: 2.0.50727.4016 (NetFxQFE.050727-4000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/
    CodeBase: file:///F:/Programme/OpenCl/CLGLSierpinskiGasket/CLGLInterop/bin/Debug/OpenTK.DLL.
    CodeBase: file:///F:/Programme/OpenCl/CLGLSierpinskiGasket/CLGLInterop/bin/Debug/OpenTK.GLControl.DLL.
    Win32-Version: 2.0.50727.4206 (VistaSP2GDR.050727-4200).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll.
    Win32-Version: 0.7.4.
    CodeBase: file:///F:/Programme/OpenCl/CLGLSierpinskiGasket/CLGLInterop/bin/Debug/Cloo.DLL.
    Win32-Version: 2.0.50727.4016 (NetFxQFE.050727-4000).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

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