Der Grafiktreiber wurde nicht zertifiziert. Die Grafiktreiber-ID ist NVIDIA GeForce 7600 GS Hardware Library ID: Direct3D \ 0x000010de \ 0x000002e1 Direct3D Hardware ID: 10de \ 2e1 \ 6401462 \ a2. Grafiktreiberdatei nv4_disp.dll ist Version 6.14.11.6218. Es wird die vollständige Optimierung verwendet. (empfohlene Einstellung) Problemumgehungen = 0x00000000 Die Anzeige verwendet 32-Bit-Farbe Inventor Version: Build: 391, Release: 11 SP3 - Date: Tue 06/05/2007 HW Library Version = $Revision: #1156 $ HW Library Date = $DateTime: 2007/06/07 12:32:07 $ Windows XP DirectX Version: 9.0c Renderer: HAL Adapter Description: NVIDIA GeForce 7600 GS Vendor: NVIDIA Vendor ID string: 0x000010de Device: GeForce 7600 GS Device ID string: 0x000002e1 Graphics HW Memory: 256.0 MB Display Mode: 1280 x 1024 (32 bit) (100Hz) DDI Version: 9 (or higher) VendorID: 10de DeviceID: 2e1 SubSystemID: 6401462 Revision: a2 Graphics driver file nv4_disp.dll is version 6.14.11.6218 rating 0, optimization level 2 Options = 0x00000000 Warning Options = 8 Hardware Library 2.0\0x000010de Settings for optimized and conservative: Workarounds: 0x00000000, 0x00000000 Texture Font Precision: 32 Display Information: Back Buffer Format = A8R8G8B8 Depth Stencil Buffer Format = D24S8 Monochrome Bitmap Format = A8 Device Adapter Information: AdapterOrdinal = 0 MasterAdapterOrdinal = 0 AdapterOrdinalInGroup = 0 NumberOfAdaptersInGroup = 1 Device Processing Information: DeviceType = 1 Device Behavior = 0x00000042 Vertex Processing = Hardware Device Transform and Light = Hardware Device Rasterization = Hardware Supports SlopeScaleDepthBias = True Supports DepthBias = True Supports CubeMaps = True Supports Non-Power-Of-2 Textures = True Supports Non-Power-Of-2 Textures Conditionally = False Device Size Limits: MaxPrimitiveCount = 1048575 MaxVertexIndex = 1048575 MaxTextureWidth = 4096 MaxTextureHeight = 4096 MaxSimultaneousTextures = 8 NumSimultaneousRTs = 4 MaxActiveLights = 8 MaxUserClipPlanes = 6 Device Shader Information: VertexShaderVersion = 3.0 PixelShaderVersion = 3.0 MaxVertexShaderConst = 256 PixelShader1xMaxValue = 6,550400E+004 MaxVShaderInstructionsExecuted = 65535 MaxPShaderInstructionsExecuted = 65535 MaxVertexShader30InstructionSlots = 544 MaxPixelShader30InstructionSlots = 4096 VS20Caps = 0x00000001 DynamicFlowControlDepth = 24 NumTemps = 32 StaticFlowControlDepth = 4 PS20Caps = 0x0000001f DynamicFlowControlDepth = 24 NumTemps = 32 StaticFlowControlDepth = 4 NumInstructionSlots = 512 The Remainder of the Device Caps Information: Caps = 0x00020000 Caps2 = 0x60020000 Caps3 = 0x00000320 PresentationIntervals = 0x8000000f CursorCaps = 0x00000001 DevCaps = 0x001bbef0 PrimitiveMiscCaps = 0x000bcef2 RasterCaps = 0x07732191 ZCmpCaps = 0x000000ff SrcBlendCaps = 0x00003fff DestBlendCaps = 0x00003fff AlphaCmpCaps = 0x000000ff ShadeCaps = 0x00084208 TextureCaps = 0x0001ecc5 TextureFilterCaps = 0x03030700 CubeTextureFilterCaps = 0x03030300 VolumeTextureFilterCaps = 0x03030300 TextureAddressCaps = 0x0000003f VolumeTextureAddressCaps = 0x0000003f LineCaps = 0x0000001f MaxVolumeExtent = 512 MaxTextureRepeat = 8192 MaxTextureAspectRatio = 4096 MaxAnisotropy = 16 StencilCaps = 0x000001ff FVFCaps = 0x00180008 TextureOpCaps = 0x03feffff StretchRectFilterCaps = 0x03000300 VertexTextureFilterCaps = 0x01010100 MaxTextureBlendStages = 8 DeclTypes = 0x0000030f VertexProcessingCaps = 0x0000013b MaxVertexBlendMatrices = 4 MaxVertexBlendMatrixIndex = 0 MaxPointSize = 8,192000E+003 MaxStreams = 16 MaxStreamStride = 255 DevCaps2 = 0x00000071 MaxNpatchTessellationLevel = 0,000000E+000 MaxVertexW = 1,000000E+010 GuardBandLeft = -1,000000E+008 GuardBandTop = -1,000000E+008 GuardBandRight = 1,000000E+008 GuardBandBottom = 1,000000E+008 ExtentsAdjust = 0,000000E+000 Reserved5 = 0x00000000