Hey guys,
in some cases my Depth of Field via OBGE breaks, ans I don't know why.
Thast my OBGE log:
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x032676d7
OD3D9: Driver 0x03de1100 constructed from 0x03267643 (1 drivers available)
OD3D9: Driver 0x03de1100 destructed from 0x0326d7c5 (0 drivers left)
OD3D9: Driver queried from 0x032676b8
OD3D9: Driver 0x03de1100 constructed from 0x03267643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x03c1d8b0 constructed from 0x0326d8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Init: NVCPL.dll queried.
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM.dds)
Loading texture (data\textures\effects\water_NRM.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A16B16G16R16F
Loading the effects.
Added to list OK.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Save file links 3 textures.
Error loading texture list: too small.
No effect data in save file.
Creating shader vertex buffers.
Effect (Water.fx) - Script refID = 25000ed5
Received save game message.
Saving a game.
EffectManager::SaveGame
EffectManager::SaveGame
pEffect index = 7
pEffect data\shaders\HBAO.fx has 14 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 5.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 2.000000
Found float: name - aoClamp, size - 1, data[0] - 0.500000
Found float: name - Attenuation_Factor, size - 1, data[0] - 0.010000
Found float: name - fogParams, size - 1, data[0] - 8000.000000
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - -283408.906250
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
pEffect data\shaders\HLSLbleachbypass.fx has 3 parameters.
Found float: name - Opacity, size - 1, data[0] - 0.700000
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.
Do you need more information?