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.
Post Reply
Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 614
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 26

Post by Slicky »

I'm trying to work out how to actually draw something. I drag and click with no success. Choosing brush colors doesn't seem to do much. Is there a log I can post?
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

@centipede:
Nah.. :|

Image

@Slicky:
Grab some of the earlier non-jacmoe-debug-hunt-zips. :)
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

Here's another try - one of the last I'll do this evening :(
All the files are there. If you expand and run /common/binaries, there may be a useful logfile called /common/binaries/coccinella.log.txt

The last problems jacmoe had may have been due to my mistake: I tried to make a back-buffer by using an FBO and a texture - but still I keep forgetting that jacmoe can't use non-power-of-two textures such as the GUI is.

http://artcamilla.dk/centipede/bughunt/bugcircus2.zip
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Take a look, centipede:

Image

:P Image

As you can see, I can now use any brush, any canvas!! :)


If you could get rid of that flickery-flick, this is going to be one awesome tool! :D
Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 614
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 26

Post by Slicky »

Using bugcircus2:
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 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_tip... Rescaling to 512,512 : ../../media/tips/artistic1/ink/ink-002.png
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

THAT was in the eleventh our! (Danish time actually)

Here's a very small change: Reactivated GL_LINEAR interpolation and different size of the view area.

http://artcamilla.dk/centipede/bughunt/bugcircus3.zip

You don't have to compile it, just run the exe
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

@Slicky: Gotta ask these ugly question first: Do you have a GPU onboard? What's your gfx card? Got the newest drivers?

Not being able to link sounds like eerie hardware, I fear.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

That triggered a whole lot of:

Code: Select all

combinertool::drawWetComponent1... Framebuffer incompleteness error!: 36061
I see the full size edit area though. But clicking anywhere, in edit area, and on the brush/canvas selectors triggers the error.
And - of course - the app does not respond much.

<edit> I had to kill it in task manager. </edit>

<edit edit> No refresh, at all. App forgot to paint itself. </edit edit>
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

DOH! Jacmoe, I've been chasing the wrong error all along! The problem was never that the intermediate draw layer was a different size than the texture being painted upon, but that it was a non-power-of-two size (e.g 982x757 pixels or whatever).

That is not hard to mend. There is a sticker on my monitor now:

Code: Select all

Jacmoe can't do
non-power-of-two
It lends my desk a wonderful psychotic ambiance ("all work and no play makes jacmoe..."), but hopefully also avoid future struggles in THAT department.

Try replacing line 292 in camilla/coccinella/cocci_app.cpp, function editview::create from:

Code: Select all

meshcanvas->create (S,&clientCollage,project,10,10,clientCollage.getShapeWidth()-20,clientCollage.getShapeHeight()-20);
to:

Code: Select all

meshcanvas->create (S,&clientCollage,project,10,10,1024,1024);
I'll figure out this coming week how to handle things gracefully. Your hardware sounds like a reasonable lower limit for a GPU based texture painter.

P.S. jacmoe: You're going into the credit list, so if you want your real name also there, just PM it to me. And thanks for the assistance!
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

What version of the source should I edit? :)


Btw: My *real* name is Jacob Moen.
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

http://artcamilla.dk/centipede/bughunt/bugcircus3.zip

Hej Jacob! Velkommen på kreditlisten 8)
Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 614
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 26

Post by Slicky »

centipede wrote:@Slicky: Gotta ask these ugly question first: Do you have a GPU onboard? What's your gfx card? Got the newest drivers?

Not being able to link sounds like eerie hardware, I fear.
I have a Radeon x800 flashed to x800gt i think I did. Catalyst drivers 05.11 (I'll check if I need an update).

Here is the Ogre log from my game:
15:02:05: RenderSystem capabilities
15:02:05: -------------------------
15:02:05: * Hardware generation of mipmaps: yes
15:02:05: * Texture blending: yes
15:02:05: * Anisotropic texture filtering: yes
15:02:05: * Dot product texture operation: yes
15:02:05: * Cube mapping: yes
15:02:05: * Hardware stencil buffer: yes
15:02:05: - Stencil depth: 8
15:02:05: - Two sided stencil support: yes
15:02:05: - Wrap stencil values: yes
15:02:05: * Hardware vertex / index buffers: yes
15:02:05: * Vertex programs: yes
15:02:05: - Max vertex program version: vs_2_0
15:02:05: * Fragment programs: yes
15:02:05: - Max fragment program version: ps_2_0
15:02:05: * Texture Compression: yes
15:02:05: - DXT: yes
15:02:05: - VTC: no
15:02:05: * Scissor Rectangle: yes
15:02:05: * Hardware Occlusion Query: yes
15:02:05: * User clip planes: yes
15:02:05: * VET_UBYTE4 vertex element type: yes
15:02:05: * Infinite far plane projection: yes
15:02:05: * Hardware render-to-texture: yes
15:02:05: * Floating point textures: no
15:02:05: * Non-power-of-two textures: yes
15:02:05: * Volume textures: yes
15:02:05: ***************************************
15:02:05: *** D3D9 : Subsystem Initialised OK ***
15:02:05: ***************************************
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

centipede wrote:Hej Jacob! Velkommen på kreditlisten 8)
Tak! 8)

Image
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

@Slicky: The word in the streets is that ATI bails out on minor "issues" in the glsl code with just that error reply. Stuff like writing 0.5f instead of 0.5. ATI is a fresh hell to me so I got to find some info on the correct procedure first.
User avatar
IFASS
Gnome
Posts: 387
Joined: Tue Jan 04, 2005 12:07 pm
Location: Netherlands

Post by IFASS »

just got back..

assume i gotta check bugcircus3?

-Edit

Hm, just checked it.. it's kinda a mess here..

Interace keeps flickering.. well, it stops after a while.. but with every buttonclick it does.. I don't see any cube in the black window and sometimes the window elements are just randomly placed around the window.

the log:

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 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_tip... Rescaling to 256,512  :  ../../media/tips/artistic1/ink/ink-004.png
manager::acquire_tip... Rescaling to 256,512  :  ../../media/tips/artistic1/ink/ink-004.png
manager::acquire_tip... Rescaling to 512,512  :  ../../media/tips/artistic1/ink/ink-002.png
manager::acquire_tip... Rescaling to 512,512  :  ../../media/tips/artistic1/ink/ink-002.png
manager::acquire_tip... Rescaling to 256,512  :  ../../media/tips/artistic1/ink/ink-003.png
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/ground-soil-dirt/ground-002.jpg
manager::acquire_texture... Rescaling to 1024,512  :  ../../media/textures/wildlife1/ground-soil-dirt/ground-008.jpg
manager::acquire_tip... Rescaling to 256,512  :  ../../media/tips/artistic1/ink/ink-003.png
manager::acquire_tip... Rescaling to 256,512  :  ../../media/tips/artistic1/ink/ink-003.png
Last edited by IFASS on Sun Feb 26, 2006 1:35 am, edited 1 time in total.
Image
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

just a minute... syntax corrected ATI friendly shaders coming up..
User avatar
IFASS
Gnome
Posts: 387
Joined: Tue Jan 04, 2005 12:07 pm
Location: Netherlands

Post by IFASS »

centipede wrote:just a minute... syntax corrected ATI friendly shaders coming up..
oops, was a bit too early then 8)
Image
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

Here: Checked files with 3DLabs's GLSL Syntax Validator.

http://artcamilla.dk/centipede/bughunt/bugcircus4.zip

For newcomers: Unzip and run /common/binaries/coccinella.exe. Source is in /camilla, vc++ projectfiles in /worksite and the extra downloadable brushes and canvases should go in /media.
User avatar
IFASS
Gnome
Posts: 387
Joined: Tue Jan 04, 2005 12:07 pm
Location: Netherlands

Post by IFASS »

Yeah, that works! :)

Still a few probs:

- Screen flickers a lot.. when painting.. a box around the mouse is there while painting.. kinda (really) annoying.

- Everytime i rotate the cube the whole interface reloads. (also when switching between windows.. (e.g. between firefox and CoI
Image
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

Yes, I need a backbuffer for the GUI. In fact I had it, but that went with the 5200 struggle along with the editscreen being centered. Minor problems but wont be fixed until some time this following week. Nice to know it works though.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Still works here! :)
centipede
Silver Sponsor
Silver Sponsor
Posts: 120
Joined: Fri Nov 14, 2003 10:43 am
Location: Vinstrup, Denmark
Contact:

Post by centipede »

Guess we've deserved our sleep. What a glorious battle. It will be remembered for generations.

'Night, folks!
User avatar
IFASS
Gnome
Posts: 387
Joined: Tue Jan 04, 2005 12:07 pm
Location: Netherlands

Post by IFASS »

Tak centipede :)

Looking forward to new updates, and good night! ;)
Image
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

centipede wrote:What a glorious battle. It will be remembered for generations.
Sure it will! Forever in our minds. :D

centipede wrote:'Night, folks!
Good night - and don't let the bugcircus bite! :lol:
User avatar
Chris Jones
Lich
Posts: 1742
Joined: Tue Apr 05, 2005 1:11 pm
Location: Gosport, South England
x 1

Post by Chris Jones »

im running on an ATI 9700 mobility 256MB gfx card on my laptop

i get
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 :)
Post Reply