Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
3D Blocks version 0.1.
Created by Jorrit Tyberghein and others...

Creating world!...
Mipmap calculation 'nice'.
One global palette for all textures.
Use accurate but slow RGB light mixing.
Fast RGB mapper chosen (slightly lower display quality).
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Lightmap data in archive is not up to date (reason: no 'precalc_info' found).
Recalculation of lightmaps forced.
  Pseudo-radiosity system disabled.
  Maximum number of visits per sector = 1.
--------------------------------------
Mipmap calculation 'nice'.
Using windowed mode at resolution 800x600.
Using palette mode with 1 byte per pixel (256 colors).
Lightmap grid size = 16x16.
Crystal Space Maze Editor version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Andrew Zabolotny and others...

Mipmap calculation 'nice'.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
-------------------
Loading world file: /Local/Users/sunshine/cryst/data/large.zip
Lightmap grid size = 16x16.
Mipmap calculation 'nice'.
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
Importing textures ...
Importing rooms ...
Importing things ...
Importing sprites ...
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Lightmap data in archive is not up to date (reason: ambient white level changed).
Recalculation of lightmaps forced.
  Pseudo-radiosity system disabled.
  Maximum number of visits per sector = 2.
Computing OBBs ...
DONE
--------------------------------------
LMB down : z_buf=3550224 cam:(2.789037,-4.265585,19.687317) world:(-13.002228,-0.094929,9.038276)
Hit polygon 'large/down1A'
Dump polygon 2D 'Polygon2D':
    num_vertices=4  max_vertices=100
        v[0]: (452.111328,154.257111)
        v[1]: (441.836548,124.452660)
        v[2]: (333.361877,136.894928)
        v[3]: (361.492798,162.698135)
Dump polygon 'large/down1A' id=455:
    num_vertices=4  max_vertices=4
        v[0]: (-20.000000,-1.000000,11.000000)  camera:(7.054821,-4.578720,25.632278)
        v[1]: (-15.000000,-1.000000,11.000000)  camera:(5.321642,-5.046939,20.965698)
        v[2]: (-15.000000,-1.000000,6.000000)  camera:(0.631634,-4.873909,22.690220)
        v[3]: (-20.000000,-1.000000,6.000000)  camera:(2.364812,-4.405690,27.356798)
PolyPlane 'largeD' id=34:
Matrix 'Mot':
/
| 0.20 -0.20 0.00
| 0.00 0.20 -0.20
| 0.00 1.00 0.00
\
Vector 'Vot': (-20.000000,-1.000000,20.000000)
Matrix 'Mwt':
/
| 0.20 -0.20 0.00
| 0.00 0.20 -0.20
| 0.00 1.00 0.00
\
Vector 'Vwt': (-20.000000,-1.000000,20.000000)
Matrix 'Mct':
/
| -0.07 -0.22 -0.17
| -0.19 0.21 0.05
| 0.00 1.00 -0.10
\
Vector 'Vct': (15.496836,-4.890172,22.528139)
    Plane normal (object): A=0.00 B=-1.00 C=0.00 D=-1.00
    Plane normal (world):  A=0.00 B=-1.00 C=0.00 D=-1.00
    Plane normal (camera): A=0.00 B=-1.00 C=0.10 D=-7.11
  PolyTexture 'PolyTexture 1'
    dirty_size=25=5x5 dirty_cnt=21
    dirty_matrix=[
        0 0 0 0 1 
        1 1 1 1 1 
        1 1 1 1 1 
        1 1 1 1 1 
        1 1 1 1 1 
    ]
    Imin_u=0 Imin_v=230 Imax_u=128 Imax_v=358
    Fmin_u=0.000000 Fmin_v=1.800000 Fmax_u=1.000000 Fmax_v=2.800000
    lm: lwidth=10 lheight=10 rwidth=10 rheight=10 lm_size=100
    shf_u=7 and_u=127
    du=0 dv=15099494 fdu=0.000000 fdv=230.399994
    w=128 h=128 w_orig=128 size=17152
    mipmap_size=16 mipmap_shift=4
  PolyTexture 'PolyTexture 2'
    dirty_size=0=0x0 dirty_cnt=0
    dirty_matrix=NULL
    Imin_u=0 Imin_v=230 Imax_u=128 Imax_v=358
    Fmin_u=0.000000 Fmin_v=1.800000 Fmax_u=1.000000 Fmax_v=2.800000
    lm: lwidth=10 lheight=10 rwidth=10 rheight=10 lm_size=100
    shf_u=7 and_u=127
    du=0 dv=15099494 fdu=0.000000 fdv=230.399994
    w=128 h=128 w_orig=128 size=17152
    mipmap_size=16 mipmap_shift=4
  PolyTexture 'PolyTexture 3'
    dirty_size=9=3x3 dirty_cnt=5
    dirty_matrix=[
        0 0 1 
        0 0 1 
        1 1 1 
    ]
    Imin_u=0 Imin_v=115 Imax_u=64 Imax_v=179
    Fmin_u=0.000000 Fmin_v=1.800000 Fmax_u=1.000000 Fmax_v=2.800000
    lm: lwidth=10 lheight=10 rwidth=10 rheight=10 lm_size=100
    shf_u=6 and_u=63
    du=0 dv=7549747 fdu=0.000000 fdv=115.199997
    w=64 h=64 w_orig=64 size=4480
    mipmap_size=8 mipmap_shift=3
  PolyTexture 'PolyTexture 4'
    dirty_size=0=0x0 dirty_cnt=0
    dirty_matrix=NULL
    Imin_u=0 Imin_v=58 Imax_u=32 Imax_v=90
    Fmin_u=0.000000 Fmin_v=1.800000 Fmax_u=1.000000 Fmax_v=2.800000
    lm: lwidth=10 lheight=10 rwidth=10 rheight=10 lm_size=100
    shf_u=5 and_u=31
    du=0 dv=3774873 fdu=0.000000 fdv=57.599998
    w=32 h=32 w_orig=32 size=1216
    mipmap_size=4 mipmap_shift=2
------------------------------------------------------
Drawing polygon 'down1A' with 4 vertices.
Plane equation (camera space) of polygon: (0.000000,-0.995005,0.099833,-7.114804).
Camera aspect ratio: 480.000000 (and 1/aspect=0.002083)
M=0.000000, N=-0.000291, O=0.014032
Minimum y in screen space: 124.452660
Maximum y in screen space: 162.698135
Maximum 1/z: 0.047697
Drawing with texture 'stone2.gif' (w=64, h=64)
P1=-4.436923 P2=-13.934683 P3=-10.668527 P4=240.957324
Q1=-12.006378 Q2=13.178999 Q3=3.136886 Q4=64.640233
J1=-0.009244 J2=-0.099234 J3=-7.287466
K1=-0.025013 K2=0.008623 K3=4.043904
Scanline drawer: Scan::draw_scanline_mapDraw trapezoid:
  startY = 163.0000  leftX   = 361.2768  rightX  = 363.6199
  finalY - 154.0000  deltaLX =  -1.0902  deltaRX =  10.7355
  1/Z    =   0.0366  U/Z     =   0.0242  V/Z     =   2.3501
  deltaZ =  -0.0003  deltaU  =  -0.1093  deltaV  =  -0.0186
scanline (x = 361, y = 163, len = 3, z = 0.04, u = 0.03, v = 2.36)
scanline (x = 360, y = 162, len = 14, z = 0.04, u = 0.14, v = 2.37)
scanline (x = 359, y = 161, len = 26, z = 0.04, u = 0.24, v = 2.39)
scanline (x = 358, y = 160, len = 38, z = 0.04, u = 0.35, v = 2.41)
scanline (x = 357, y = 159, len = 50, z = 0.04, u = 0.46, v = 2.42)
scanline (x = 356, y = 158, len = 61, z = 0.04, u = 0.57, v = 2.44)
scanline (x = 355, y = 157, len = 73, z = 0.04, u = 0.68, v = 2.46)
scanline (x = 354, y = 156, len = 85, z = 0.04, u = 0.79, v = 2.47)
scanline (x = 353, y = 155, len = 97, z = 0.04, u = 0.89, v = 2.49)
Draw trapezoid:
  startY = 154.0000  leftX   = 351.4649  rightX  = 451.8503
  finalY - 137.0000  deltaLX =  -1.0902  deltaRX =  -0.3447
  1/Z    =   0.0392  U/Z     =   1.0098  V/Z     =   2.5226
  deltaZ =  -0.0003  deltaU  =  -0.1093  deltaV  =  -0.0186
scanline (x = 351, y = 154, len = 101, z = 0.04, u = 1.01, v = 2.53)
scanline (x = 350, y = 153, len = 102, z = 0.04, u = 1.12, v = 2.55)
scanline (x = 349, y = 152, len = 102, z = 0.04, u = 1.23, v = 2.57)
scanline (x = 348, y = 151, len = 103, z = 0.04, u = 1.34, v = 2.58)
scanline (x = 347, y = 150, len = 103, z = 0.04, u = 1.45, v = 2.60)
scanline (x = 346, y = 149, len = 104, z = 0.04, u = 1.56, v = 2.62)
scanline (x = 345, y = 148, len = 105, z = 0.04, u = 1.66, v = 2.63)
scanline (x = 344, y = 147, len = 105, z = 0.04, u = 1.77, v = 2.65)
scanline (x = 343, y = 146, len = 106, z = 0.04, u = 1.88, v = 2.67)
scanline (x = 342, y = 145, len = 107, z = 0.04, u = 1.99, v = 2.68)
scanline (x = 341, y = 144, len = 107, z = 0.04, u = 2.10, v = 2.70)
scanline (x = 339, y = 143, len = 109, z = 0.04, u = 2.22, v = 2.74)
scanline (x = 338, y = 142, len = 110, z = 0.04, u = 2.33, v = 2.76)
scanline (x = 337, y = 141, len = 110, z = 0.04, u = 2.43, v = 2.77)
scanline (x = 336, y = 140, len = 111, z = 0.04, u = 2.54, v = 2.79)
scanline (x = 335, y = 139, len = 112, z = 0.04, u = 2.65, v = 2.81)
scanline (x = 334, y = 138, len = 112, z = 0.04, u = 2.76, v = 2.82)
Draw trapezoid:
  startY = 137.0000  leftX   = 336.8050  rightX  = 445.9900
  finalY - 124.0000  deltaLX =   8.7182  deltaRX =  -0.3447
  1/Z    =   0.0442  U/Z     =   2.8262  V/Z     =   2.7262
  deltaZ =  -0.0003  deltaU  =  -0.0186  deltaV  =   0.2267
scanline (x = 337, y = 137, len = 109, z = 0.04, u = 2.82, v = 2.72)
scanline (x = 346, y = 136, len = 100, z = 0.04, u = 2.84, v = 2.49)
scanline (x = 354, y = 135, len = 91, z = 0.04, u = 2.87, v = 2.28)
scanline (x = 363, y = 134, len = 82, z = 0.05, u = 2.88, v = 2.05)
scanline (x = 372, y = 133, len = 73, z = 0.05, u = 2.90, v = 1.81)
scanline (x = 380, y = 132, len = 64, z = 0.05, u = 2.92, v = 1.60)
scanline (x = 389, y = 131, len = 55, z = 0.05, u = 2.94, v = 1.37)
scanline (x = 398, y = 130, len = 46, z = 0.05, u = 2.96, v = 1.14)
scanline (x = 407, y = 129, len = 36, z = 0.05, u = 2.97, v = 0.90)
scanline (x = 415, y = 128, len = 28, z = 0.05, u = 3.00, v = 0.69)
scanline (x = 424, y = 127, len = 19, z = 0.05, u = 3.01, v = 0.46)
scanline (x = 433, y = 126, len = 9, z = 0.05, u = 3.03, v = 0.23)
scanline (x = 441, y = 125, len = 1, z = 0.05, u = 3.05, v = 0.02)
Hit polygon 'switchBoard/right'
Dump polygon 2D 'Polygon2D':
    num_vertices=5  max_vertices=100
        v[0]: (375.321991,151.440750)
        v[1]: (387.442047,162.201920)
        v[2]: (399.635193,161.083191)
        v[3]: (398.824615,113.192337)
        v[4]: (374.906982,116.215553)
Dump polygon 'switchBoard/right' id=127:
    num_vertices=5  max_vertices=6
        v[0]: (-13.000000,0.500000,8.500000)  camera:(2.283367,-3.655205,19.811577)
        v[1]: (-13.000000,1.000000,9.000000)  camera:(2.752367,-3.175006,19.589209)
        v[2]: (-13.000000,1.000000,9.500000)  camera:(3.221368,-3.192309,19.416756)
        v[3]: (-13.000000,-1.000000,9.500000)  camera:(3.221368,-5.182318,19.616423)
        v[4]: (-13.000000,-1.000000,8.500000)  camera:(2.283367,-5.147712,19.961327)
PolyPlane '-' id=128:
Matrix 'Mot':
/
| 0.00 0.35 0.35
| 0.00 -0.35 0.35
| -0.50 0.00 0.00
\
Vector 'Vot': (1.000000,0.500000,-0.500000)
Matrix 'Mwt':
/
| 0.00 0.35 0.35
| 0.00 -0.35 0.35
| -0.50 0.00 0.00
\
Vector 'Vwt': (-13.000000,0.500000,8.500000)
Matrix 'Mct':
/
| 0.33 Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
Using windowed mode at resolution 640x480.
Using palette mode with 1 byte per pixel (256 colors).
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Crystal Space version 0.12 003 [Rhapsody-DR2-Intel-GCC] (Thu, 04-Mar-1999).
Created by Jorrit Tyberghein and others...

Loading world 'data/large.zip'...
Lightmap grid size = 16x16.
Mipmap calculation 'verynice'
  (Note: this is expensive for the texture cache)
Loading library 'standard' from 'standard.zip'.
Loaded world file:
  140 polygons (176 portals),
  60 sectors and 54 things,
  35 lights.
One global palette for all textures.
Use accurate but slow RGB light mixing.
true_rgb mode: fast RGB mapper forced.
Computing palette...
DONE
Computing all needed tables...
  Calculate tables for true_rgb mode...
  Calculate 8-bit white tables...
  Calculate alpha tables...
DONE
Computing mipmapped textures...
DONE!
Computing OBBs ...
DONE
--------------------------------------
