Ogre 1.8 regression hiding submeshes

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DragonM
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Ogre 1.8 regression hiding submeshes

Post by DragonM » Sun Jul 22, 2012 3:43 am

I seem to have run into a regression in Ogre 1.8. I have a model constructed of multiple submeshes. When I render the entire model, the framerate is 425 fps. When I hide even one submesh, the framerate tanks, to as little as 4 fps. This happens even after I simplify all of the materials to eliminate all shaders, so the material contains nothing but a texture.

This happens running the DX9 RenderSystem under Windows 7, compiled with Visual Studio.

If I use the OpenGL RenderSystem, I get this:

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OGRE EXCEPTION(7:InternalErrorException): Buffer data corrupted, please reload in GLHardwareVertexBuffer::unlock at ..\..\..\..\..\RenderSystems\GL\src\OgreGLHardwareVertexBuffer.cpp (line 164)
at the point when the model in question is first supposed to be displayed. If I don't hide the submesh, no exception occurs.

The model was exported from 3DS Max using Easy Ogre Exporter, and appears to be good data. The XML Converter has no complaints about it, anyway.

Neither problem appeared in Ogre 1.7.

DM
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DragonM
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Re: Ogre 1.8 regression hiding submeshes

Post by DragonM » Sat Jan 12, 2013 6:42 am

Further information. I recently reenabled my submesh hiding code and ran a debug build. I get hundreds and hundreds of assertions, these two, alternating:

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'Cannot lock this buffer, it is already locked'

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'Cannot unlock this buffer, it is not locked'
One additional hint: the problem appears to happen because a hidden entity itself has hidden submeshes. Something goes pathologically insane inside of Ogre, repeatedly doing something to buffers.
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Wolfmanfx
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Re: Ogre 1.8 regression hiding submeshes

Post by Wolfmanfx » Sat Jan 12, 2013 9:46 am

Can you share your mesh with me? Via email?
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DragonM
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Re: Ogre 1.8 regression hiding submeshes

Post by DragonM » Tue Jan 15, 2013 1:24 am

Wolfmanfx wrote:Can you share your mesh with me? Via email?
Done.
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