Renderlight problem on 64 bit?


(Scrupus) #1

I got a new PC running Windows 7 64 bit, and after moving over all SDK stuff from the old computer everything seems to run fine (only 10 times faster), with exception of the megatexture renderlight process. It works as normal with 8k resolution, but when trying 16k or 32k, renderlight seems to “skip” a lot of the tiles, for no obvious reason. I’ll attach a sample log output from a 32 res run - it seems to skip the first 18 blocks, render 4 blocks, skips 4 more, render 4 again and so on. Really strange, and same thing happens on 2 different terrains, including Arctic Assault which I know has been working ok before.

So wonder if this could be related to the 64 bit sdk binary, or Windows 7 maybe. Anyone else tried to render 32k megatexture on this platform?

Also, I’m not really sure if SDK is running 32 or 64 bit but I assume so, but can’t find any way to check or set it. Is there a way to force SDK to run in 32 bit to test if that works better.

Sample output from renderlight process:


---- sdRenderLightLocal::RenderLight ----
Engine will close after completing successfully
premultiplying lighting
premultiplying ambient
--- sdRenderLightTemplate::Load ---
  loading renderlight/arcis
  loaded models/terrain/arcis.ase
  diffuse 'maps/arcis_d'
  resolution = 32768
  local 'maps/arcis_local'
  out 'megatextures/arcis_lit.tga'
regenerating _ambientCubeMap_ark_clear_amb.
regenerating _ambientCubeMap_ark_clear_amb.
regenerating _lightCubeMap_ark_clear_amb.
regenerating _lightCubeMap_ark_clear_amb.
regenerating _specularCubeMap_ark_clear_amb.
regenerating _specularCubeMap_ark_clear_amb.
SunColor: 0.51 0.29 0.17
SunDirection: -0.3 -0.81 0.5
--- Done sdRenderLightTemplate::Load ---
--- sdRenderLightWorker::Run ---
Rasterizing blocks...
    block 1 of 64:
    block 2 of 64:
    block 3 of 64:
    block 4 of 64:
    block 5 of 64:
    block 6 of 64:
    block 7 of 64:
    block 8 of 64:
    block 9 of 64:
    block 10 of 64:
    block 11 of 64:
    block 12 of 64:
    block 13 of 64:
    block 14 of 64:
    block 15 of 64:
    block 16 of 64:
    block 17 of 64:
    block 18 of 64:
    block 19 of 64:
         triangle    913 of    913
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_2_2.tga
    block 20 of 64:
         triangle   2291 of   2291
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_2_3.tga
    block 21 of 64:
         triangle   1883 of   1883
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_2_4.tga
    block 22 of 64:
         triangle    855 of    855
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_2_5.tga
    block 23 of 64:
    block 24 of 64:
    block 25 of 64:
    block 26 of 64:
    block 27 of 64:
         triangle   2080 of   2080
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_3_2.tga
    block 28 of 64:
         triangle   4179 of   4179
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_3_3.tga
    block 29 of 64:
         triangle   3802 of   3802
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_3_4.tga
    block 30 of 64:
         triangle   1960 of   1960
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_3_5.tga
    block 31 of 64:
    block 32 of 64:
    block 33 of 64:
    block 34 of 64:
    block 35 of 64:
         triangle   1669 of   1669
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_4_2.tga
    block 36 of 64:
         triangle   3359 of   3359
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_4_3.tga
    block 37 of 64:
         triangle   4221 of   4221
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_4_4.tga
    block 38 of 64:
         triangle   1722 of   1722
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_4_5.tga
    block 39 of 64:
    block 40 of 64:
    block 41 of 64:
    block 42 of 64:
    block 43 of 64:
         triangle    836 of    836
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_5_2.tga
    block 44 of 64:
         triangle   1587 of   1587
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_5_3.tga
    block 45 of 64:
         triangle   2067 of   2067
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_5_4.tga
    block 46 of 64:
         triangle    526 of    526
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\megatextures\ar
cis_lit_5_5.tga
    block 47 of 64:
    block 48 of 64:
    block 49 of 64:
    block 50 of 64:
    block 51 of 64:
    block 52 of 64:
    block 53 of 64:
    block 54 of 64:
    block 55 of 64:
    block 56 of 64:
    block 57 of 64:
    block 58 of 64:
    block 59 of 64:
    block 60 of 64:
    block 61 of 64:
    block 62 of 64:
    block 63 of 64:
    block 64 of 64:
Done.
-----------------------
  147 seconds for renderlight
Completed in 02:27
Dumped console text to arcis_renderLightLog.log.
writing to: C:\games\Enemy Territory - QUAKE Wars SDK\dev\base\arcis_renderLig
htLog.log


(Violator) #2

hmm I have just installed Windows 7 (64-bit Ultimate) as dual-boot but not had a real play with it yet. I’ve never had any problems with XP-64 though. I’ll give it a try.


(Scrupus) #3

Thanks for the help offer Vio, but no longer required - further investigation shows that this problem is not caused by neither renderlight or 64bit, but something else.

When I check the tga files from megagen (before renderlight), all the “outer” tiles are empty, while the 16 “center” tiles contain the map. So renderlight just skipped the empty ones and rendered the middle ones.

Then I tried again with an older terrain model, and it generates the 32k res mega normally.

So something is wrong with my new terrain models. They look ok inside the SDK tough.

I installed a new version of both Blender and Meshlab on this computer, and wonder if I missed some important setting in Blender, or do something wrong with the import/uv mapping/export process. But the terrain model looks fine in SDK, and it looks ok when rendering a full preview inside the terrain editor.

What am I missing?? :frowning:


(Violator) #4

As a wild guess could it be the model origin? Make sure its at (0,0,0)


(Scrupus) #5

Vio, you’re a genious - bullseye!!! :stroggbanana:

The terrain model origin was in the corner, centered it and voila!

Probably something with the new Blender installation. But this is great - I’ve runned the full es-wm-meshlab-blender-sdk process and everything seems to work as expected again - only 10 times faster with the new i7 quad core cpu :slight_smile:

Still wonder how to make sure it’s using 64bit though, have a feeling it is not doing it by default - as it didn’t complain when I removed the 64bit sdk binary. Well not important for now but if anyone knows more about it speak out.

:stroggtapir:


(Violator) #6

Thats cool you sorted it :slight_smile: Have to give that a go then as xp 64 wouldn’t run the gen tools multi-processor I seem to remember.