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Vector renderer broken?

  1. 2011-05-20 08:17:35 PDT
    Is it just me, or is the Vector Renderer plugin broken? When I try to render with it, I get this error in the log: 5/20/11 11:10:50 AM EDT [Thread-6] (1f5fa713) in LogPlugin$Report.add() (LogPlugin.java:1360) log: Adding line: Exception in thread "Thread-6" java.lang.NoSuchMethodError: artofillusion.object.Light.getLight(Lartofillusion/math/RGBColor;F)V I'm using AoI 2.9ea1... also, for some reason I see this message at the beginning of the log: 5/20/11 11:10:29 AM EDT [AWT-EventQueue-0] (599855ed) in LogPlugin$Report.add() (LogPlugin.java:1360) log: Adding line: Error creating GLCanvasDrawer: java.lang.UnsatisfiedLinkError: C:\Users\Ed\Documents\ArtOfIllusion\lib\jogl.dll: Can't load IA 32-bit .dll on a AMD 64-bit platform I'm pretty sure I'm running a 64-bit Intel Core i3 CPU, not anything from AMD...
  2. 2011-05-20 19:51:43 PDT
    Hi Ekolis, No it's probably not just you - I haven't tested my plugins for 2.9 compatibility yet. Looks like I should :o) I'm pretty sure I'm running a 64-bit Intel Core i3 CPU, not anything from AMD... Well, yes and no. It's all in a name actually. Your actual problem is that you only have the 32-bit JOGL libs installed, and you're running a 64-bit platform. Your solution is to either install 64-bit JOGL; or disable JOGL. So, why is it called AMD64? If you're interested, I posted a lengthy explanation of Java's naming convention of its 32 and 64 bit architectures a while ago. The summary is that the 64-bit extended mode instruction set was invented, and first introduced, by AMD. AMD then licenced it to Intel who call it EMT mode or some such. So the Intel extended 64-bit mode is the same thing as the AMD 64 mode - just different names. not anything from AMD Well ... the CPU is from Intel, but that part of the instruction set is from AMD :o) Cheers! Nik
  3. 2011-05-20 20:22:52 PDT
    log: Adding line: Exception in thread "Thread-6" java.lang.NoSuchMethodError: artofillusion.object.Light.getLight(Lartofillusion/math/RGBColor;F)V That isn't a new method. It's been around since 2.8. Strange. Peter
  4. 2011-05-21 00:28:56 PDT
    ... Actually, the exception message indicates that the method cannot be found, not that it is new. The problem is that the method signature changed (at AOI 2.7, actually) from (RGBColor, float) to (RGBColor, Vec3). So basically, I haven't updated VectorRenderer since AOI 2.7! (I yhink I remember why...) Cheers! Nik
  5. 2011-05-21 00:30:39 PDT
    Ok, I've uploaded an updated VectorRenderer into the repository (which is still working nicely now :o) The new version is V0.2, and is compatible with AOI 2.7 and above (I've only tested it on AOI 2.81 so far). Cheers! Nik
  6. 2011-05-21 10:05:13 PDT
    Hey, thanks! That was a quick fix! :) For some reason the script/plugin manager wouldn't let me update, so I had to manually delete the old VectorRenderer.jar and reinstall it from scratch... But now it works! :) Now, to find a 64-bit jogl... do I need the 64-bit DLL, or 64-bit JAR, or both?
  7. 2011-05-21 12:35:52 PDT
    Hi Nik, really good news....thank you : ) Nice to have the VectorRenderer back. btw. ... http://sourceforge.net/tracker/?func=detail&aid=3001793&group_id=135257&atid=732391 ;o)
  8. 2011-05-21 12:35:55 PDT
    No worries :o) I'm not quite sure why SPManager didn't see it as a valid update?? I'll check the files and try again. Cheers! Nik
  9. 2011-05-21 12:48:45 PDT
    Hi Siri, I don't think I saw that one... However, it is quite possible that you or someone posted about the issue, and it fell off my work list (2010 and 2011 have been *ahem* busy... :o) My apologies. Cheers! Nik
  10. 2011-05-21 22:31:49 PDT
    Ohhh *that* bug report! Thanks for closing that Siri - I even got an email about it. I was searching in the AOI tracker last night, and not the AOISP tracker, which is why I couldn't find it :o/ I *did* actually get an email about this issue when you first opened it - I cannot explain why I missed it, but I expect it came in on a busy week and I put it off until the weekend, and then forgot. A thousand pardond for that. You certainly used the correct tracker. I don't currently get emails when new issues are posted to the AOI tracker (perhaps I should change that?). However, if you post an issue in the AOISP tracker and get no response within 2 weeks, please add a comment to the original issue to cause a reminder email to be sent to me. Again, my apologies for having missed this one. Cheers! Nik
  11. 2011-05-22 05:57:00 PDT
    No worries Nik :o) It's o.k...but you can help me out with another render problem. I've really no idea where to put this. I created a wreath after a tutorial by Nate Ryan - 3 arrays with 2 different leaves and a flower. You can get the aoi-file here: http://db.tt/QR34LT2 The first image rendered with the AdvancedRenderer (with default settings) looks good but I got an Alert! <Alert> <first-report>22.05.2011</first-report> <last-report>22.05.2011</last-report> <sequence>110522141538</sequence> <context>AOI-2.9ea1</context> <key>Alert-110522141538-ArrayIndexOutOfBoundsException-01829689537-851687104-01523277181-1957603767-0331942954.log</key> <count>1</count> <globalID></globalID> <body> java.lang.ArrayIndexOutOfBoundsException: 50 at artofillusion.RenderingMesh.<init>(RenderingMesh.java:53) at artofillusion.polymesh.PolyMesh.getRenderingMesh(PolyMesh.java:1440) at artofillusion.object.ObjectInfo.getRenderingMesh(ObjectInfo.java:297) at nik777.aoi.rendering.AdvancedRaytracer.addObject(AdvancedRaytracer.java:815) at artofillusion.raytracer.Raytracer$4.execute(Raytracer.java:669) at artofillusion.util.ThreadManager$1.run(ThreadManager.java:93) I rendered a second image - this time with gloss/translucency enabled - suddenly several parts of the leaves were missing and I got this Alert!: <Alert> <first-report>22.05.2011</first-report> <last-report>22.05.2011</last-report> <sequence>110522143538</sequence> <context>AOI-2.9ea1</context> <key>Alert-110522143538-ArrayIndexOutOfBoundsException-851687079-01523277181-1957603767-0331942954-1386528721.log</key> <count>2</count> <globalID></globalID> <body> java.lang.ArrayIndexOutOfBoundsException: 55 at artofillusion.polymesh.PolyMesh.getRenderingMesh(PolyMesh.java:1436) at artofillusion.object.ObjectInfo.getRenderingMesh(ObjectInfo.java:297) at nik777.aoi.rendering.AdvancedRaytracer.addObject(AdvancedRaytracer.java:815) at artofillusion.raytracer.Raytracer$4.execute(Raytracer.java:669) at artofillusion.util.ThreadManager$1.run(ThreadManager.java:93) It's nearly the same with the normal raytracer but no upcomming alerts there. Can you help? : ) Kind regards Siri Kind regards Siri
  12. 2011-05-22 07:09:13 PDT
    Hey Siri, Ok, I'll happily look at these. Just to let you know, this error seems to be related to PolyMesh. I will certainly look at the 2.9 code in case there is some new incompatibility with the latest code. However, in general the renderer doesn't have much control over the generation of the rendering mesh (which is where the error is being generated) - the renderer just asks for the rendering mesh. I'm about to get onto an aeroplane, but I will look at this over the next few days. Cheers! Nik
  13. 2011-05-22 07:21:15 PDT
    One point: (I *may* be wrong on this) but I *believe* that AOI caches the rendering mesh in memory. Therefore, if you close AOI and reopen it, the apparent "damage" to the model from malformed rendering meshes *should* be fixed. If, on the other hand, something has corrupted the actual model mesh, then that damage won't be fixed that way. So best thig to do is:: 1. close AOI *without* saving any changes. 2. copy the model file 3. open the model file again 4. check the integrity of the objects in the scene - polymesh has some check mesh option, I believe - AOI has a general check-for-errors (script I believe) - the SolidEditor has mesh validation features. Cheers! Nik
  14. 2011-05-23 03:01:00 PDT
    Hi Nik, thank you for your advice and your time : ) I did what you suggested and yes, the first render of a copied file looks fine. No leaves are missing. But I got an alert again. All images that were rendered later are showing an incomplete wreath. I've checked the integrity of the mesh and no problems were found (with Check & Repair Mesh inside the Polymesheditor and and the Verify Scene Script). To make the leaves solid I've used the Polymesheditor instead of the Solid Editor - because the Solid Editor is for trimeshes only. But the problem is still there. I don't think the mesh of the basic leaf is broken, because it shows up correctly in every rendered image - only a various number of its duplicates are missing. So what about the ArrayTool? I guess converting the leaves into trimeshes and setting up the arrays new is the next step, right? Ok - this works!?! Now I can render the wreath a thousand times and not a single leaf is missing. Doesn't the ArrayTool work for polymeshes? It surely does because the flower mesh and its duplicates are showing up correctly in every render. It's the ArrayTool option LiveDuplicates that does not work properly. This option causes the missing leaves. I've got it :o))) Nik, thank you very much for your suggestions. I've always thought this is a render problem! But it was not. Now I'm able to finish my little frontdoor scene. Great. Siri
  15. 2011-06-19 17:31:10 PDT
    Always nice to see the VR working. Thanks!
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