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Texture generation error (TX/HF=26)

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Texture generation error (TX/HF=26)

Postby Terje » Mon Dec 17, 2007 9:13 am

Hi Aaron!
Thanks for you’re quick response at my last question.
I try to run a megatexture process on a Dell server with 4 x Intel Xeon CPU of 3.0 GHz, witch give me the possibility to use four processors multithread.

It seams that my problem this time cant be solved by setting another TX/HF ratio.
I’m not able to generate the texturemap. The other maps seem to be generated ok.
I use L3DTVersion: Pro 2.5b build 21
Build date: 27-Nov-07



I use a TX/HF rate = 26 and a tile size = 512, giving me a 52x52 mosaic with TX size = 26624x26624 pix.
The process ends with an error message:

Log cleared
CMosaicMemTable::GetMapHandle error
- MemMap in question is not in use

CMosaicMap::GetPixel error
- cannot get SubMap handle from MemTable

zeofunc_calc_TX_GenArea error:
- cannot get AM pixel (2)

CZeoFunc::CallFunction error:
- The function 'GenArea' in the plugin 'L3DT-CORE' returned an error.

threadman_TileThreadProc error:
- call to tile function failed (threaded case)

threadman_RunTiles error:
- calculation aborted following errors

calc_TX_GenMapAA error
- call to calcman failed

calc_TX_GenMapAA error
- Operation failed or was aborted by user



Any suggestions how to solve this problem?



Best regards
Terje Slinning
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Postby Aaron » Mon Dec 17, 2007 11:03 am

Hi Terje,

Thanks for the bug report. I strongly suspect some parts of the texture map calculation require texture resolutions that are powers of two (i.e. 2/4/8/16/32).

For debugging purposes, can you please send me the map definition file for your project? (It's the file with the '.def.xml' extension.) This will allow me to run test cases using exactly your settings for all maps. If it's easy I should have a fix in a few days (if not, then...)

Best regards,
Aaron.
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Postby Aaron » Tue Dec 18, 2007 1:24 pm

Hello again,

Just a quick update: Odd texture resolutions don't seem to be a problem, at least for smaller values (tested up to TX/HF=17). I'll keep looking.

Cheerio,
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Postby Terje » Thu Dec 20, 2007 10:11 am

Hi Aaron,

Thanks for the update.

I’ve got some updates to.
I was able to complete the processes with the same settings (TX/HF = 26) on my Dell M90 laptop with to processors and multithread. Without any error messages :)
I used the same version of L3DT.
Version: Pro 2.5b build 17 Build date: 06-Nov-07
Could the problem I had on the server be related to running a multithread with four processors? Or some other hardware issue?

Best regards
Terje
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Postby Aaron » Mon Dec 31, 2007 12:43 am

Hi Terje,

Thanks for the extra info. I suspect that L3DT's tile cache manager is not handling requests from four threads correctly. I'll look into it, and post back here when done. In the mean-time, I recommend you set L3DT's thread count to two. To do this, go to 'Settings->Local settings' in the menu, and expand the 'Calc->Thread manager' option. Double-click on the 'MaxThreadCount' option, and set it to 2. Then double-click on the 'AutoDetectCoreCount' option, and set it to false. To revert back to using all available cores, set the 'AutoDetectCoreCount' flag back to true.

Best regards,
Aaron.
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Postby Aaron » Thu Jan 03, 2008 2:56 am

Hi Terje,

I think I've fixed this problem (see announcement). Can you please try the latest developmental build on the Pro downloads page and let me know if it works?

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