I'm trying to debug an OGLE problem which seems to be exclusive to my system. I'm able to compile it OK, but the source archive seems to be missing ogle.def
Can I get the contents of this file?
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I posed in the 'Help' section about it - Initial crash on startup. However, this doesnt make much sense to be. Here is the call stack:
Interface::deleteRef() line 22 + 3 bytes
Ptr<OGLE::Buffer>::operator=(const Ptr<OGLE::Buffer> & {...}) line 18
OGLE::glBufferData(unsigned int 34963, int 4096, const void * 0x00000000, unsigned int 35040) line 335
OGLEPlugin::GLFunctionPre(OGLEPlugin * const 0x042f00c0, unsigned int 0, const char * 0x014188f1, unsigned int 369, const FunctionArgs & {...}) line 256
OPENGL32! 100753c2()
Crashing on:
void deleteRef() const {
Interface * me = (Interface *) this;
if ( --me->references_ == 0 ) me->onZeroReferences();
}
'this' and 'me' have a value of 0xfdfdfdfd -- which is invalid -- so its crashing when it tries to decrement the references value. Commenting that line out fixes it for me (and probably creates a ton of memory leaks). Wish I could be more help, but at least now I'm getting on obj file :)
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man, that is tough to debug. and this ref-counting code is very well-tested so I'm quite surprised you're having a problem.
what are you capturing from? make sure to submit any cool images or projects you do with the data so I can post or link to it on http://ogle.eyebeamresearch.org/blog
thanks,
mike
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Subsurf = subsurface, dividing all the faces up and making it more rounded, or appear more detailed.
The texture assigning doesnt take long for me now. I usually take an in-game screenshot right before I capture the geometry, and then refer to that. Since I need to create material definitions in blender, specifying the textures manually isnt much more.
For what its worth.. WoW does something odd with its outdoor ground textures that I think OGLE (or GLIntercept) does not understand. It comes up with -1.#QNAN000 for the UV coordinates.. and the textures seem to be a blending of a few different ones, with some additional coloring thrown in. Thats pretty much why the only rendered stuff I've done is models or indoor environments (the horse comic used a screenshot for the background).
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it's surely OGLE (not GLIntercept) doing something wrong. and it's gonna be tough for OGLE to ever deal with blended textures and such. That might always have to be an excercise for the user.
but, i will try to fix the UV for the landscapes. there is a chance tho that they are actually correct, and it uses some tiling or some such to make it work regardless...
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I'm trying to debug an OGLE problem which seems to be exclusive to my system. I'm able to compile it OK, but the source archive seems to be missing ogle.def
Can I get the contents of this file?
I've re-posted the source with the .def file. please re-download.
what problem are you seeing?
thanks,
mike
Thankyou, working good now.
I posed in the 'Help' section about it - Initial crash on startup. However, this doesnt make much sense to be. Here is the call stack:
Interface::deleteRef() line 22 + 3 bytes
Ptr<OGLE::Buffer>::operator=(const Ptr<OGLE::Buffer> & {...}) line 18
OGLE::glBufferData(unsigned int 34963, int 4096, const void * 0x00000000, unsigned int 35040) line 335
OGLEPlugin::GLFunctionPre(OGLEPlugin * const 0x042f00c0, unsigned int 0, const char * 0x014188f1, unsigned int 369, const FunctionArgs & {...}) line 256
OPENGL32! 100753c2()
Crashing on:
void deleteRef() const {
Interface * me = (Interface *) this;
if ( --me->references_ == 0 ) me->onZeroReferences();
}
'this' and 'me' have a value of 0xfdfdfdfd -- which is invalid -- so its crashing when it tries to decrement the references value. Commenting that line out fixes it for me (and probably creates a ton of memory leaks). Wish I could be more help, but at least now I'm getting on obj file :)
man, that is tough to debug. and this ref-counting code is very well-tested so I'm quite surprised you're having a problem.
what are you capturing from? make sure to submit any cool images or projects you do with the data so I can post or link to it on http://ogle.eyebeamresearch.org/blog
thanks,
mike
From WoW, and http://www.lunaticrage.com/wow/dreadtraining.jpg (done using Blender & Gimp)
Thanks tons for the UV coordinate capture :)
awesome work! I posted it to the OGLE blog -- http://ogle.eyebeamresearch.org/node/36 -- so please keep me posted on any further cool stuff you do.
thanks,
mike
Easier just to list them on a page
http://www.lunaticrage.com/wow/rendered.php
these are all re-renders of data captured with OGLE? rad!
so is http://www.lunaticrage.com/wow/flurd.jpg lit/rendered in a way that you could never get in an interactive game? I'd love to see some photorealistic stuff like http://ogle.eyebeamresearch.org/node/33 or http://ogle.eyebeamresearch.org/node/19
thanks,
mike
Yep, all of them.
That one is possible probably. I added a bump map to most of the textures from WoW and also modified the mesh with a subsurf.
um, uhh, well, hmm, not even sure what you are talkin about!!! would love explanation, or examples.
thanks,
mike
PS waiting on an update to GLIntercept so that OGLE can to the texture-assignment automatically.
-mike
Subsurf = subsurface, dividing all the faces up and making it more rounded, or appear more detailed.
The texture assigning doesnt take long for me now. I usually take an in-game screenshot right before I capture the geometry, and then refer to that. Since I need to create material definitions in blender, specifying the textures manually isnt much more.
For what its worth.. WoW does something odd with its outdoor ground textures that I think OGLE (or GLIntercept) does not understand. It comes up with -1.#QNAN000 for the UV coordinates.. and the textures seem to be a blending of a few different ones, with some additional coloring thrown in. Thats pretty much why the only rendered stuff I've done is models or indoor environments (the horse comic used a screenshot for the background).
it's surely OGLE (not GLIntercept) doing something wrong. and it's gonna be tough for OGLE to ever deal with blended textures and such. That might always have to be an excercise for the user.
but, i will try to fix the UV for the landscapes. there is a chance tho that they are actually correct, and it uses some tiling or some such to make it work regardless...