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From: James W. W. <ja...@fr...> - 2005-07-11 17:33:00
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Steven Verstoep <is...@ma...> wrote: >But it created 3 new Issues. Maybe someone can shed some light on this: > >### Showroom rendering sometimes gets totally white and hogs up >cpupower. I did a shark and found the following: > If I render a trimesh which is texturemapped with a texture >which displays the capabilities of the car __glTessErrorString(int) >is called and takes up 15% of cpupower. The texture is created >at runtime and is 256x128 in size (and is only created once). The >total function call path is: > >__glTessErrorString(int) gluScaleImageCTX gluScaleImage > IRRenderer_Texture_ConvertSize > IRRenderer_Texture_ConvertImage > ir_texture_load(TQ3CachedTexture*) This does not make sense. Looking at the code, the only time IRRenderer_Texture_ConvertSize is called is if the texture dimensions are not powers of 2, or they exceed the GL_MAX_TEXTURE_SIZE parameter of the OpenGL renderer. Neither should happen for a 256x128 texture. Does anything show up in the console? >### Cars no longer have wheels > I started debugging this, but now it even crashes when I load >my wheels. The code that crashes is: >e3group_display_ordered_duplicate when I duplicate a wheel >trimesh from a list of preloaded wheels to use for the car. No idea. I duplicate trimeshes all the time. Though I don't use ordered display groups. If you have a 3DMF file that, when loaded, cannot be duplicated, you can send it to me and I'll take a look. >### Background scenery images dissappear > I use a texture in the order of 1024x768 as a background >scenery for the environment. This is actually a trimesh that is >texture mapped. I put two of them next to each other to have >a seamless scrolling background. Now it happens that the textures >start flickering. Sometimes they are rendered correctly and >sometimes they are completely blue. Also sometimes the left one does >render but not the right one or visa versa. 1024x768 is pretty big, and of course 768 is not a power of 2, but still this should work. Conceivably it could depend on your video hardware. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |