485x485 terrain heightmap causes crash?

Problems building or running the engine, queries about how to use features etc.

Is ogre stable enough for REAL game development?

rock solid stable! Definetly yes.
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Ogre needs alot more work but it is stable ENOUGH!
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No. ogre is very unstable and is not fit for much more than demo's at this point.
2
11%
 
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TwistedMatrix
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485x485 terrain heightmap causes crash?

Post by TwistedMatrix »

I dont understand why my heightmap causes a crash while the 257x257 png works fine. 2^22+1 = 485 so what is the problem here?
All i did was change the filename for "Terrain" in the terrain demo. my png is greyscale and non-interlaced.

Also I have been running into some more GFX glitxhes on my system. The water in the terrain demo is so transparent is almost completly invisible. it looks like a very thin fog.

The texture FX demo is all screwy. the second texture layer on the plane in the middle is particularly weird. The texture will shear and stretch like crazy when the edge of the viewport touches the polygons.

the worst this is that the problems seem inconsistant. in one demo the texture on the skydome will scroll fine. In another there are weird texture glitches toward the base of the dome. In the waterdemo, ogre's earing spews out crazy geometry toward the upper left corner of the viewport. In the lightning demo and the sky plane demo it looks great.
also, alot of demos crash and have additional glitches with the dx9 dll for some reason.

Sorry if it sounds like im complaining alot. I really like ogre and I am trying to learn how to use it, but these problems are a little discouraging for me.
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eru
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Post by eru »

Please, give us some more information
- what hardware do you use
- what OS, library versions
- which Ogre version
- which renderer
- if possible, show some screenshots

It's really hard to guess what's wrong.
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Post by TwistedMatrix »

Please, give us some more information
- what hardware do you use
- what OS, library versions
- which Ogre version
- which renderer
- if possible, show some screenshots

It's really hard to guess what's wrong
AMD-k6 500Mhz /w 184MB RAM
Voodoo3 2000 PCI
WInblows 98 SE, DX9
Ogre v0.11.0 /w dx8 dll (Since it seems to work the best)

here are the screenshots
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sinbad
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Re: 485x485 terrain heightmap causes crash?

Post by sinbad »

TwistedMatrix wrote:I dont understand why my heightmap causes a crash while the 257x257 png works fine. 2^22+1 = 485 so what is the problem here?
Er, I dunno what calculator you use, but 2^22 + 1 is definitely NOT 485 (try 4194305).

The next size up from the 257x257 map that is provided is 513x513 since that is 2^9 + 1.
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Post by TwistedMatrix »

whoops i feel silly. any ideas about these other things though? Do the screenshots help any?
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Post by sinbad »

I haven't the slightest idea why your polys go mad at the edges of the screen; since rasterisation and viewport clipping are the driver's domain I'm sure this isn't any of our doing. Since the Voodoo3 is getting on a bit and 3dfx are now no more, I doubt it has Dx8 compliant drivers, I wonder if this is the problem?
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Post by TwistedMatrix »

thanks. I installed updated drivers and that fixed the problems. I should have done that in the first place.

P.S. Any idea on how I can work around the 256x256 texture size limit on my card? Alot of the demos look like crap on my system because the textures are being scaled down.

Yes, i plan to get a new card eventually. But when I do I will probobly be getting a whole new computer so It wont be for a while.
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Antiarc
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Post by Antiarc »

Nope. That's the built-in limit of the card. You want bigger textures available, and you'll need to pick up a new card.
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eru
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Post by eru »

Antiarc wrote:Nope. That's the built-in limit of the card. You want bigger textures available, and you'll need to pick up a new card.
That's not entirely true. For most of the situations when big texture is used, it is possible to rewrite it to use smaller ones and look the same. But... It get's complicated, so who would do that? :)
Besides, it's a problem on very old cards. Still, it's definitely possible inside Ogre.
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eru
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Post by eru »

One more thing - I have a RivaTNT2 card to give - if you come to Warsaw (or Amsterdam after october), you can get it for free ;)
It works with bigger textures :)
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Post by Antiarc »

Well, I suppose you could split a large texture up into 256x256 pieces, then push those and piece them together...but that's a lot of work for not too much payoff ;)
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eru
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Post by eru »

Antiarc wrote:Well, I suppose you could split a large texture up into 256x256 pieces, then push those and piece them together...but that's a lot of work for not too much payoff ;)
Exactly, that's what I meant.
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Post by TwistedMatrix »

eru wrote:One more thing - I have a RivaTNT2 card to give - if you come to Warsaw (or Amsterdam after october), you can get it for free ;)
It works with bigger textures :)
I live in the US. but if your serious, i could definetly pay for the postage. :)
PCI or AGP? My comp is super old and only supports PCI. :(
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eru
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Post by eru »

TwistedMatrix wrote: I live in the US. but if your serious, i could definetly pay for the postage. :)
PCI or AGP? My comp is super old and only supports PCI. :(
I'm pretty sure postage would cost more or less the value of this card, so better go out and find some store with used computer parts - I think such card would cost at most $20 :)
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Post by TwistedMatrix »

good point. :)
Its kind of sad when you think about it.
I paid somewhere around $150 for my card when I got it and now i probly couldnt get rid of it for more than $10! :?
Oh well, me and my voodoo have plenty of good memmories togeather, Like playing VTM:R and contantly getting mad because the FPS would often be too slow and monsters in the game would almost always have the advantage.

but anyways, thanks for the offer.
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