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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Mon May 07, 2012 6:36 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
If you haven't been keeping up with the site/svn I've been fixing/optimizing everything from the VT UV Code to the editor to the renderer.

This is a terrain test im working on(to stress test to the code), the mesh is actually from the Megatexture V2 mod, just repainted up in mudbox(and gone through all the new VT optimization code). The normal maps look wierd cause im still autogenerating normal maps(but that nasty ass flicker is now gone, and the bumpmaps now render on all the surfaces correctly before it would only generate on the last one in view cause of blending issues).

Attachment:
autonormalterr.png
autonormalterr.png [ 416.16 KB | Viewed 222 times ]


You can view the full size screenshot at blackenmace.com.

Code:
FPS increase
Fixes to the VT uv code.
Fixed the "normal maps getting zeroed out issue" this was causing the errors in normal map generation and that nasty flicker(and hue problems).
Fixed a bug with some of the VT Backend textures not being created properly and causing nasty errors.
Scripts now work properly, all script types except for vector are assumed to be the size of a pointer.
Double click on a entity in the world entities tab will bring up properties(todo -- fixme -- this is wrong should be right click->properties).
UpdateEntities only option now works.
Fixed a problem where it would build indexes wrong and write tris numerous times to the world file(but not the obj).


Also got in a new command printimagestats, the difference between this command and listimages is this command queries all the image information from the hardware.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Wed May 09, 2012 9:46 am 
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is connecting to Doom3world.org

Joined: Wed May 09, 2012 9:20 am
Posts: 1
:D

Image

download them:

http://blackenmace.com/phpBB3/viewtopic.php?f=4&t=20


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Wed May 09, 2012 9:02 pm 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Your images are live, ill repalce the admin avators later on today but the site looks way better with your logo :).


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Thu May 10, 2012 9:33 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Finally got shit running at 40-50 fps, added a new screenshot to the site. Also the screen shows the new virtual texture lod code.

As soon as I fix the damn memory leak ill get up a build, it will be a client only release(you can still compile the editor code) and it will also be x86.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Thu May 10, 2012 4:40 pm 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Test08 released includes x64 and x86 builds. Everyone should hopefuly get around 40-60 fps(I don't drop below 40), next step for me is 32768x32768 : ).

blackenmace.com


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Thu May 10, 2012 5:03 pm 
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Great work al-round so far, jmarshall23!

I'm still somewhat dismayed at the lack of .ase support (or did I miss something along the way?) which makes this completely unviable for Grimm Quest. But I hope some other neat projects will be based on it in the near future. :)

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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Thu May 10, 2012 6:07 pm 
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fired 300 rounds
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Joined: Sat Jun 28, 2008 2:17 pm
Posts: 350
It does not work on my machine. I have .net v4 and vcredist installed. (I don't know what version, can you point me to the latest one? I do know its later than 2010). I have the latest directx as well. I put the test8 folder in /doom3/...

I'm on an AMD x4 810, GeForce 9500 GT.

Code:
Stack Trace:
...Function: <invalid> Address: 063DF244
...Function: <invalid> Address: 007248F5
...Function: <invalid> Address: 008AF06D
...Function: <invalid> Address: 008A9E52
...Function: <invalid> Address: 008A9E1B
...Function: <invalid> Address: 0089D0E9
...Function: <invalid> Address: 0089CF80
...Function: <invalid> Address: 0089F5B0
...Function: <invalid> Address: 0046FB47
...Function: <invalid> Address: 4BA32E94
...Function: <invalid> Address: 4B6B159D
...Function: <invalid> Address: 4BC2777D
...Function: <invalid> Address: 4BA444F4
...Function: <invalid> Address: 4BA44240
...Function: <invalid> Address: 4BA3811A
...Function: <invalid> Address: 4BA3837D
...Function: <invalid> Address: 4BA38241
...Function: LdrInitializeThunk Address: 7C90118A
...Function: LdrDisableThreadCalloutsForDll Address: 7C91E024
...Function: FreeLibrary Address: 7C80AC87
...Function: <invalid> Address: 007240BC
...Function: <invalid> Address: 0046879E
...Function: <invalid> Address: 004697C8
...Function: <invalid> Address: 00468ED6
...Function: <invalid> Address: 0045AD87
...Function: <invalid> Address: 00467B1D
...Function: <invalid> Address: 00451514
...Function: <invalid> Address: 00451F1D
...Function: <invalid> Address: 004BC516
...Function: <invalid> Address: 00467ECB
...Function: <invalid> Address: 007262AC
...Function: <invalid> Address: 008AFC22
...Function: <invalid> Address: 008AFACF
...Function: RegisterWaitForInputIdle Address: 7C817067

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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Thu May 10, 2012 6:18 pm 
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The first 10 posts have been the best...

Joined: Fri Jul 23, 2010 3:20 pm
Posts: 12
Doesn't work for me.

my specs:
2 GB Ram
1,8 Ghz dual core Cpu
1024 GB Ram GeForce GT 220


Code:

WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/an/fontImage_12.dat'
Could not register font fonts/an [fonts/english/an]
WARNING: Couldn't load image: guis/assets/scrollbarv - DEFAULTING
WARNING: Couldn't load image: guis/assets/scrollbar_thumb - DEFAULTING
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: Couldn't load image: guis/assets/mainmenu/cframe_small2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/button_cornerangle - DEFAULTING
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornersquare2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_middlesm2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornerangle2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3_3 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3_2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3_1 - DEFAULTING
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: Couldn't load image: guis/assets/mainmenu/content_smallcorner - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/content_glow2 - DEFAULTING
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornersquare - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_middlesm - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornerangle - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/boxframe - DEFAULTING
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: Couldn't load image: guis/assets/common/mlogo - DEFAULTING
WARNING: Couldn't load image: guis/assets/marscity/textblur - DEFAULTING
WARNING: Couldn't load image: guis/assets/marscity/cursor - DEFAULTING
WARNING: Couldn't load image: guis/assets/marscity/bar - DEFAULTING
idFileSystem::OpenExplicitFileRead - reading from: C:\Users\Razvan\Documents\Deadly Law\base\..\base\deadlykey
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during Deadly Law initialization...
WARNING: Base Path contains mod folder, ignoring game cvar

WARNING: Couldn't load image: guis/assets/caverns/testmat2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/addhighlight - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/addhighlight2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/blood - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/dirt3 - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/mlogo - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/outershadow - DEFAULTING
WARNING: Couldn't load image: guis/assets/common/pentagramfx - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/boxframe - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/button_cornerangle - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornerangle - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornerangle2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornersquare - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_cornersquare2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_middlesm - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/buttong_middlesm2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/cframe_small2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/content_glow2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/content_smallcorner - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3_1 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3_2 - DEFAULTING
WARNING: Couldn't load image: guis/assets/mainmenu/doom3_3 - DEFAULTING
WARNING: Couldn't load image: guis/assets/marscity/bar - DEFAULTING
WARNING: Couldn't load image: guis/assets/marscity/cursor - DEFAULTING
WARNING: Couldn't load image: guis/assets/marscity/textblur - DEFAULTING
WARNING: Couldn't load image: guis/assets/scrollbar_thumb - DEFAULTING
WARNING: Couldn't load image: guis/assets/scrollbarv - DEFAULTING
WARNING: Couldn't load image: guis/assets/test/faces - DEFAULTING
WARNING: Couldn't load image: guis/assets/test/facesov3 - DEFAULTING
WARNING: Couldn't load image: guis/assets/test/gui_scanline4 - DEFAULTING
WARNING: Couldn't load image: guis/assets/test/gui_scanline4a - DEFAULTING
WARNING: Couldn't load image: guis/assets/test/mask - DEFAULTING
WARNING: Couldn't load image: guis/assets/white - DEFAULTING
WARNING: Failed to load main menu world maps/game/mainmenu_world

WARNING: file materials/patd.mtr, line 4069: Bad term 'staticatable'
WARNING: file materials/patd.mtr, line 4069: expected ',' but found '['
WARNING: file materials/pk01.mtr, line 77: material 'textures/pk01/pk01_floor01b' previously defined at materials/pk01.mtr:53
WARNING: Non-portable: path contains uppercase characters: base/F:\Game_Engines\test08\base\generated\script/script
WARNING: Non-portable: path contains uppercase characters: base/generated/F:\Game_Engines\test08\base\generated\script/script
WARNING: R_Mode >= s_numVidModes, defaulting...

WARNING: RegisterFont: couldn't find font: 'fonts/english/an/fontImage_12.dat'
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
WARNING: RegisterFont: couldn't find font: 'fonts/english/fontImage_12.dat'
45 warnings
--------- Game Map Shutdown ----------
--------------------------------------
reloading guis/mainmenu.gui.
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/an/fontImage_12.dat'
Could not register font fonts/an [fonts/english/an]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
reloading guis/restart.gui.
reloading guis/gameover.gui.
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
WARNING: RegisterFont: couldn't find font: 'fonts/english/bank/fontImage_12.dat'
Could not register font fonts/bank [fonts/english/bank]
reloading guis/msg.gui.
reloading guis/takeNotes.gui.
reloading guis/intro.gui.
WARNING: idImage::Bind: tried to bind image with invalid handle, loading image

--------- Map Initialization ---------
Map: testmaps/terrtaintest2
Init VT Heap 308281364
WARNING: GL_CheckErrors: GL_OUT_OF_MEMORY

49 30 1280 720
Regenerated world, staticAllocCount = 0.
--------- Game Map Shutdown ----------
--------------------------------------
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...restoring hardware gamma: success
...shutting down QGL
...unloading OpenGL DLL
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------
****FAILURE**** System is now crashing...
f:\dd\vctools\crt_bld\self_x86\crt\src\dbgheap.c(1322) : Assertion failed: _CrtIsValidHeapPointer(pUserData)


Crash dump will contain symbols...
Stack Trace:
...Function: <invalid> Address: 06EAD9A0
...Function: PtexFilter::getFilter Address: 010C48F5
...Function: PtexFilter::getFilter Address: 0124F06D
...Function: PtexFilter::getFilter Address: 01249E52
...Function: PtexFilter::getFilter Address: 01249E1B
...Function: PtexFilter::getFilter Address: 0123D0E9
...Function: PtexFilter::getFilter Address: 0123CF80
...Function: PtexFilter::getFilter Address: 0123F5B0
...Function: PtexFilter::getFilter Address: 00E0FB47
...Function: GetGameAPI Address: 6C002E94
...Function: GetGameAPI Address: 6BC8159D
...Function: GetGameAPI Address: 6C1F777D
...Function: GetGameAPI Address: 6C0144F4
...Function: GetGameAPI Address: 6C014240
...Function: GetGameAPI Address: 6C00811A
...Function: GetGameAPI Address: 6C00837D
...Function: GetGameAPI Address: 6C008241
...Function: wcsncmp Address: 77858968
...Function: RtlGetDaclSecurityDescriptor Address: 77822708
...Function: LdrUnloadDll Address: 7785C8B8
...Function: <invalid> Address: 7596873A
...Function: PtexFilter::getFilter Address: 010C40BC
...Function: PtexFilter::getFilter Address: 00E0879E
...Function: PtexFilter::getFilter Address: 00E097C8
...Function: PtexFilter::getFilter Address: 00E08ED6
...Function: PtexFilter::getFilter Address: 00DFAD2B
...Function: PtexFilter::getFilter Address: 00F0D907
...Function: PtexFilter::getFilter Address: 00EFFD2E
...Function: PtexFilter::getFilter Address: 01234EFA
...Function: PtexFilter::getFilter Address: 01235CE6
...Function: PtexFilter::getFilter Address: 00FC811B
...Function: PtexFilter::getFilter Address: 00E8D94A
...Function: PtexFilter::getFilter Address: 00E8BFEC
...Function: PtexFilter::getFilter Address: 00E8BE0F
...Function: PtexFilter::getFilter Address: 00E93A2E
...Function: PtexFilter::getFilter Address: 00DF1514
...Function: PtexFilter::getFilter Address: 00DF1F1D
...Function: PtexFilter::getFilter Address: 00E5C516
...Function: PtexFilter::getFilter Address: 00E07ECB
...Function: PtexFilter::getFilter Address: 010C62AC
...Function: PtexFilter::getFilter Address: 0124FC22
...Function: PtexFilter::getFilter Address: 0124FACF
...Function: BaseThreadInitThunk Address: 7696ED6C
...Function: RtlInitializeExceptionChain Address: 7786377B
...Function: RtlInitializeExceptionChain Address: 7786374E
A crash has a occurd please review the console for any information related to this crash
Shutting down OpenGL subsystem
...restoring hardware gamma: success
...shutting down QGL




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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Fri May 11, 2012 12:46 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
You need atleast 3gb of ram (the app takes up like 1.3 gigs at the moment) , off hand if its crashing that means its probably running out of memory, and it uses around 1gb of vram it also could be your running out memory on the card. The code isn't optimized at the moment(which is why I held back from a x86 release), but thats good to know I have to get the memory consumption down.

Quote:
WARNING: GL_CheckErrors: GL_OUT_OF_MEMORY


Yup your running out of video memory.

Quote:
GeForce 9500 GT


That card only has 256-512mb of ram which isn't anywhere close to whats required to run the current build. I'm going to see if I can get down the amount of memory required to run the engine, but I hope this drives home the finer points that the editor requires a good amount of ram to run; and when I get in GI some of it is def going to have to be baked into the vt, x86 cpu's just aren't powerful enough to handle the extensive amount work required to make a good size vt.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Fri May 11, 2012 2:56 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
On the bright side im testing the current codebase with a 32768x32768 Virtual Texture and its running at 30fps.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Fri May 11, 2012 4:36 am 
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a gun & a nice word
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Joined: Sat Jan 11, 2003 9:30 pm
Posts: 8713
Location: Orlando, FL
PtexFilter? Would that be referring to this Ptex?...

http://ptex.us/

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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Fri May 11, 2012 4:46 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Yes it does, I haven't commited the code to support ptex yet(as a lot of people bitched against it so I never really cared to update that code to the current codebase), but the ptex library is in the codebase. If its jumping to that code that means there was some kind of heap problem, and since there running out of memory/vram thats why its showing in the stack trace.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Fri May 11, 2012 5:48 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Also just uploaded a quick test image of a 32768x32768 vt to the site.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Fri May 11, 2012 10:20 am 
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fired 300 rounds
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Joined: Sat Jun 28, 2008 2:17 pm
Posts: 350
jmarshall23 wrote:
That card only has 256-512mb of ram which isn't anywhere close to whats required to run the current build.


The version of the card I bought has 1gig of ram.

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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Sat May 12, 2012 1:00 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Drr for those getting the GL_OUT_OF_MEMORY error change r_backend_shadowMapCacheSize to 1024 or even 512 that will lower the memory consumption so you guys can run it.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Sat May 12, 2012 1:42 am 
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The first 10 posts have been the best...

Joined: Fri Jul 23, 2010 3:20 pm
Posts: 12
Great
Thanks !


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Sat May 12, 2012 6:59 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Did that fix it?


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Sat May 12, 2012 9:04 am 
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missed 400 shots

Joined: Tue Dec 06, 2011 8:05 pm
Posts: 418
Omg I feel so stupid I figured out why my shit was taking up a gig of memory. Somehow I changed the values in trisurf to insane values so it was generating 1gb of mesh storage!

Other fixes(rev 69):
Made idDict values global(strpools are in common).
Fixed the font loading issue(guis now render correctly).
Fixed a nasty bug in trisurf where it was allocating 1gb worth of tris storage.
Fixed the UI Editor
Fixed a bug where duplicating stuff in the UI Editor would crash.
The UI Editor now draws in ui debug mode.


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Sat May 12, 2012 11:54 am 
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Joined: Mon Jun 15, 2009 3:55 pm
Posts: 102
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Whoo-hoo! :D

One thing, I've been thinking about ptex. Yes, it's not really a 'well honed feature' in game modding, but if you consider that you are basically supporting (in effect) auto-uv mapping, it would shave a LOT of time off of development. ZBrush does something similar with it's auto UV, and as long as you stay within ZBrush, it seems to work OK.

The big problem with this is going to be baking normal maps. How you unwrap an item can have a huge impact on how the bake turns out. This is particularly true with hard-surface stuff (in our case props and weapons).

If that can be made to work though it would be great. Work-flow that would allow you you to dump uv mapping would be a huge time-saver.

When are we getting the "Noobs Guide to Teh Awesomeness"?


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 Post subject: Re: Doom 3 Deferred renderer/post process/tools/Virtual Texture
PostPosted: Sat May 12, 2012 9:55 pm 
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The first 10 posts have been the best...

Joined: Fri Jul 23, 2010 3:20 pm
Posts: 12
yes now the map loads with r_backend_shadowMapCacheSize to 512


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