Soon to come: Open source texture painter

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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Post by jacmoe »

Get the art files from here:
http://artcamilla.dk/centipede/ :wink:
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Post by Jerky »

Chris Jones wrote:
Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_wet2.glsl:
Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_dry1.glsl:
Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry2.glsl:
Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_shader_v+f.glsl:
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
from the log

1) the window is larger than my screens resolution (1280x800)
2) constant flickering, more time not seeing the windows contents than seeing it, totally unusable
3) theres no canvases or anything that i can use
4) i only see a square, i can zoom in and out (i think?), this causes massive amount of flickering
5) i cant close the program, the window close button or the button that says quit, doesnt work, i have to use the task manager and end the process
6) when drawing on the square, i only get blocks of background colour (that brown colour) showing through and flickering in a totally random and different place, no drawing actually happens

i think thats it, lol :)
My log is identical, and I am also running a 9700 Pro, although mine is not mobility and only has 128MB. Same flickering, except I can exit the program from the quit button. My drivers are 5.13, so I will upgrade and let you know if there are any changes. All I see is a square where the painting should be taking place, although there are no more crashes. I see no paint and there is constant flickering, like Chris.
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Post by centipede »

No guarantees or anything but this might have less flicker:


http://artcamilla.dk/centipede/bughunt/bugcircus5.zip

As to the ATI bugs, I'm totally helpless. The shaders validate but your drivers wont accept them. Anybody knows anything about ATI shader quirks? As the log says, the fragment shaders causing troubles are located in common/utility/coccinella_toolcombine_wet1.glsl and common/utility/coccinella_toolcombine_wet2.glsl

Do make sure you have updated drivers though.
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Post by Slicky »

centipede wrote:No guarantees or anything but this might have less flicker:
.
This one is the best for me so far.

The flicker seems to be gone and for the first time I can actually draw something. However, the text is unreadable and the bars are blurred.
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Post by Slicky »

Here is my log (improved from earlier):
Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_wet2.glsl:
Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_dry1.glsl:
Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry2.glsl:
Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_shader_v+f.glsl:
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
The cube is very slow to rotate or whatever it does.
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Post by centipede »

A screenshot could do wonders at this point :)
Can't help with the ati bugs. I tried installing their RenderMonkey to validate the shaders, but couldn't figure out how it worked.

EDIT:
Screenshot tutorial....
1) Press "Print Scrn" on the keybord.
2) Open a gfx program, e.g. "Paint" which comes with Windows.
3) Paste, Ctrl+V
4) Save and upload to somewhere on the Internet and post a link on this forum.
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Post by IFASS »

Hm, the flickering is gone indeed :)

however, i'm not able to paint anymore

Code: Select all

Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
 Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_wet2.glsl:
 Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_dry1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_shader_v+f.glsl:
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
manager::acquire_tip... Rescaling to 4096,256  :  ../../media/tips/artistic1/water/water-007.png
manager::acquire_tip... Rescaling to 4096,256  :  ../../media/tips/artistic1/water/water-007.png
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/stones-stoneskin-rock/stones-002-ground.jpg
What technique are you using for rotating the cube? Opcode or something?

And it feels like the program is computing some nuclear reactions on the background.. because it reacts really slow to your actions.. selecting canvases and brushes is fast enough, but rotating the cube is just taking a long time.
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Post by centipede »

Try this exe instead: http://artcamilla.dk/centipede/bughunt/ ... nella1.exe

1) It is compiled in release mode instead of debug mode. 2) It skips the viewport shader which does per-fragment bumpmapping based on a heightmap, not a normal map. (I.e it reads the bump textures four times per pixel)

... And remember to put in in /common/binaries of http://artcamilla.dk/centipede/bughunt/bugcircus5.zip
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Post by jacmoe »

<edit> Damn! Now a new version to try.. </edit>
<editedit> OK. Much better response, of course. But I would still like real-time rotating cube. :) </editedit>

Really great improvements! :)

I can draw, without flickering - any brush, any canvas - and it looks great!

But the cube rotates slower that the slowest.. :evil:

Would be nice if the cube rotated real-time. Quite difficult to predict how it will turn out.

Otherwise: great stuff! :P
Last edited by jacmoe on Sun Feb 26, 2006 1:40 pm, edited 1 time in total.
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Post by IFASS »

Yup, great improvements on this!

Some notices:
- Cube rotating is still really slow (as jacmoe mentiones)
- Painting is also quite slow, it's doable.. but it could be faster.

Great work man! :)
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Post by centipede »

Did it become slow when the flicker disappeared? There's still a serious problem with a key-essential shader. It is very important that you post the log-file if it contains info revealing that the shaders may not work right.

However as to rotating, I am baffled! Not much point in mentioning that I can rotate with a quazillion frames per second even en debug mode and bump shader running..
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Post by jacmoe »

No problems here. The drawing is just as fast as it was with flicker. I just have a slow machine.

But the rotating of the cube: no real-time transformation. I drag the right MB, noting happens until I relase it.
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Post by IFASS »

centipede wrote:Did it become slow when the flicker disappeared? There's still a serious problem with a key-essential shader. It is very important that you post the log-file if it contains info revealing that the shaders may not work right.

However as to rotating, I am baffled! Not much point in mentioning that I can rotate with a quazillion frames per second even en debug mode and bump shader running..
No, it has always been slow.

log:

Code: Select all

Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_wet2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_shader_v+f.glsl:
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/ground-soil-dirt/ground-011.jpg
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/ground-soil-dirt/ground-013.jpg
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/ice-snow/ice-002.jpg
manager::acquire_tip... Rescaling to 2048,256  :  ../../media/tips/artistic1/water/water-004.png
manager::acquire_tip... Rescaling to 2048,256  :  ../../media/tips/artistic1/pastel/pastel-009.png
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/trees-bark/roots-001.jpg
manager::acquire_texture... Rescaling to 2048,1024  :  ../../media/textures/lifeforms1/skin/skin-002.jpg
manager::acquire_tip... Rescaling to 2048,256  :  ../../media/tips/artistic1/pastel/pastel-008.png
manager::acquire_tip... Rescaling to 2048,256  :  ../../media/tips/artistic1/pastel/pastel-008.png
Btw, why did you choose glsl shaders instead of Cg?
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Post by centipede »

Political decision. I thought about which (open) specification I wanted to help promote as a widespread standard and then sticked to that.

IFASS, a little up this thread you posted a log saying that ATI's GL driver couldn't compile two shaders. In the last report things seem fine. Between the two the source files has not changed! This is alarming.
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Post by centipede »

Silly question - does anybody know if line ending (linux versus windows) can cause compiler trouble?

EDIT: Easy to test: http://artcamilla.dk/centipede/bughunt/bugcircus5.zip (all included)

Another question: What's your texture memory, folks?
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Post by IFASS »

centipede wrote:Silly question - does anybody know if line ending (linux versus windows) can cause compiler trouble?

EDIT: Easy to test: http://artcamilla.dk/centipede/bughunt/bugcircus5.zip (all included)

Another question: What's your texture memory, folks?
Tex memory = gfx card memory i assume?
256mb here

Gonna try the new files now
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Post by centipede »

Jacmoe, could you test this one specifically? It draws directly to the front buffer. Lots of flicker. I would like to know if the cube is updated continuously or only when you release the mouse.
http://artcamilla.dk/centipede/bughunt/ ... nella2.exe
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Post by IFASS »

uh oh.. troubles

Black boxes where i painted:
http://data.openfrag.org/IFASS/err1.jpg

the log:

Code: Select all

Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_wet2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry1.glsl:
 Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_dry2.glsl:
 Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_default_shader_v+f.glsl:
 Link failed. All shader objects have not been successfully compiled.
manager::acquire_texture... Rescaling to 2048,1024  :  ../../media/textures/lifeforms1/skin/skin-002.jpg
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Post by IFASS »

centipede wrote:Jacmoe, could you test this one specifically? It draws directly to the front buffer. Lots of flicker. I would like to know if the cube is updated continuously or only when you release the mouse.
http://artcamilla.dk/centipede/bughunt/ ... nella2.exe
It flickers a lot indeed.. but as far i can see it's updated continously
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Post by centipede »

IFASS, it's the same problem: This time your shaders handling the final transfer to the actual mesh-texture failed to compile. Completely erratic. I'd bet that if you run the program a handful of times and checked the log, you would see random successes and failures. I'm clueless.
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Post by IFASS »

centipede wrote:IFASS, it's the same problem: This time your shaders handling the final transfer to the actual mesh-texture failed to compile. Completely erratic. I'd bet that if you run the program a handful of times and checked the log, you would see random successes and failures. I'm clueless.
I'll try now

Edit:
No.. i keep getting this log (from your last .exe, not the one that flickers)

Code: Select all

Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_wet2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry1.glsl:
 Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_toolcombine_dry2.glsl:
 Link failed. All shader objects have not been successfully compiled.
common/utility/coccinella_default_shader_v+f.glsl:
 Link failed. All shader objects have not been successfully compiled.
manager::acquire_texture... Rescaling to 2048,1024  :  ../../media/textures/lifeforms1/skin/skin-002.jpg
manager::acquire_tip... Rescaling to 4096,256  :  ../../media/tips/artistic1/water/water-007.png
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Post by jacmoe »

centipede wrote:Jacmoe, could you test this one specifically? It draws directly to the front buffer. Lots of flicker. I would like to know if the cube is updated continuously or only when you release the mouse.
Yes, the cube is updated continuously (ish) - much better! :)

And I can still draw.
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Post by IFASS »

jacmoe wrote:
centipede wrote:Jacmoe, could you test this one specifically? It draws directly to the front buffer. Lots of flicker. I would like to know if the cube is updated continuously or only when you release the mouse.
Yes, the cube is updated continuously (ish) - much better! :)

And I can still draw.
I can't...
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Post by centipede »

Try this exe - my text reader worked differently on linux than windows. I had errors in my own log, just didn't see them. Now it reads CR/LF correctly (i.e. it keeps the lines). :oops:
http://artcamilla.dk/centipede/bughunt/ ... nella3.exe
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Post by IFASS »

centipede wrote:Try this exe - my text reader worked differently on linux than windows. I had errors in my own log, just didn't see them. Now it reads CR/LF correctly (i.e. it keeps the lines). :oops:
http://artcamilla.dk/centipede/bughunt/ ... nella3.exe
Yup, i can paint again, although the flickering is here still.
As you can see, while painting there is also a box around the cursor:
http://data.openfrag.org/IFASS/err2.jpg

Although it flickers aswell..
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