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Error on flooding WM

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Error on flooding WM

Postby Leon PRO » Thu Feb 28, 2008 5:50 am

Version: Pro 2.5b build 31
Build date: 06-Feb-08

Today i was try create big map for my project:

32768x32768 (16x16 mosaic)
HFres = 1m

but on flooding WM process i get error:

CSubMap::InitMap error - insufficient memory


Log History:

CMapGroup::WM_FloodAll error:
- Call to WM_FloodPlane failed

CMosaicMemTable::AllocMap error
- could not initialise map!

CMosaicMap::SubMapAlloc error
- cannot init map in mem table

CMosaicMap::PrepareSubMap error
- cannot init sub map

CMosaicMap::GetPixel error
- cannot prepare sub map for pixel not in memory
- pixel 12287, 4096 of 32768x32768
- tile 5,2 of 16x16
- name AuxWM

calc_WM_TestPixelFlood error:
cannot retrieve TestWM pixel
-= I am from Russia, sorry for bad English =-
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Postby Aaron » Thu Feb 28, 2008 9:24 am

Hi Leon,

Thanks for the bug report. I recommend you change the heightmap tile size from 2048 back to 512 or 1024. A tile size of 2048x2048 will exceed MFC's memory limit in the water flooding algorithm due to the large amount of data involved in that calculation. It's also not a very efficient size for most of the calculations; 512 seems to be the 'sweet spot'. Anyhoo, if the 2048x2048 pixel tile size is required for your project, L3DT should let you export the maps with a 2048 tile size after they've been generated, using the export map wizard.

Best regards,
Aaron.
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Postby Leon PRO » Thu Feb 28, 2008 10:00 am

I use 2048 (or usually 8192) because all operations in memory more quick then calculate+write in HDD. If i calculate 32x32 tile, it more more slow then 4x4 tile (in same HF dimension).

How i can retiling my HF to 512 ? I was try combine HF map back, but can`t.
-= I am from Russia, sorry for bad English =-
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Postby Aaron » Sun Mar 02, 2008 11:25 am

Hi Leon,

Leon PRO wrote:I use 2048 (or usually 8192) because all operations in memory more quick then calculate+write in HDD. If i calculate 32x32 tile, it more more slow then 4x4 tile (in same HF dimension).


I understand that, and I do the same thing (large maps in RAM) when I can get away with it. However, when dealing with large maps that won't fit into RAM, there is no other alternative than using disk-paging*. The slower speed is not something I can fix, since hard-disk speeds are out of my control.

Leon PRO wrote:How i can retiling my HF to 512 ? I was try combine HF map back, but can`t.


Yeah, combining won't work because it's too large to fit in memory. I'll add an option to change the tile size. In the mean-time, you can probably export the heightmap with a tile size of 512, then copy it over the old heightmap with a tile size of 2048 (after copying a backup first.)

Best regards,
Aaron.

* Well, network rendering on a cluster would also work, but that's still a little while away.
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Postby Aaron » Sun Mar 02, 2008 8:47 pm

Hi Leon,

I wrote:I'll add an option to change the tile size.


Done! It will be included in the next release (L3DT v2.5c), under 'Operations->Active map->Change mosaic tile size'.

Best regards,
Aaron.
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Postby Leon PRO » Tue Mar 04, 2008 10:34 am

Done!

Ok! Good news! =)
-= I am from Russia, sorry for bad English =-
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Postby Aaron » Mon Mar 10, 2008 7:04 am

Hi Leon,

The 'Operations->Active map->Change mosaic tile size' option is now included in the latest beta-release on the downloads page. Please let me know if there are any problems.

Best regards,
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