Jump to content
  • Advertisement
Sign in to follow this  
pristondev

3D (DX9) Problem Octree with a Big Static Mesh - Urgent Help

Recommended Posts

Hey, Im trying to use this Octree sample from Davig Ang https://www.programmingmind.com/demo/basic-octree

What happens its that works perfectly with small meshes or medium meshes, buuut, with a really big mesh, dont.

 

The mesh I want to use:

01a31144cb.png

What happens on Octree App:

32b881d7e1.png

 

As I said, this happens ONLY with BIG MESHES, small meshes like on the sample all works good. I already tried to change the #defines, because its a big mesh, but nothing works.

Thanks for help.

Share this post


Link to post
Share on other sites
Advertisement
15 minutes ago, Infinisearch said:

Did you change the GPU code to upload and use 32bit indices too?

Ye..

D3DFMT_INDEX32

mGroups.numFaces * 3 * sizeof(UINT);

UINT *indices;

Share this post


Link to post
Share on other sites

I deleted most of the map objects, to turn it into a small mesh, but I got the same problem lol.

4798505ad9.png

 

With this mesh (example), all works good.

6217eb6061.png

 

@Loading the mesh out of this octree system, like DX mesh viewer, I can see normally

Edited by pristondev

Share this post


Link to post
Share on other sites

Probably the problem is here:

// Copy over all the faces and groups from the mesh			
	unsigned int *indices		= NULL;
	unsigned long  *attributes	= NULL;

	newMesh->LockIndexBuffer( D3DLOCK_READONLY, (void**)&indices );	
	newMesh->LockAttributeBuffer(D3DLOCK_READONLY, &attributes );

	for(DWORD i = 0; i < totalFaces; i++)
	{
		mFaces[i].v1 = *indices++; 
		mFaces[i].v2 = *indices++; 
		mFaces[i].v3 = *indices++;
		mFaces[i].group = attributes[i]; // Store the group (attribute) index - this is where the grouping happens

		mGroups[attributes[i]].numFaces++; // Keep count of the number of faces		
	}

	newMesh->UnlockIndexBuffer();
	newMesh->UnlockAttributeBuffer();

Im getting problem with mGroups on my meshes, so CreateIndexBuffer failed and crash the program. What I was doing before to run program, I was simply ignoring when mGroups.indexBuffer is null, but I think that its the problem.

 

Someone?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By NanaMarfo
      Hello Everyone!
      I am looking for a small team to do a rendering project with me. The roles I need are:
      -Character Modeller
      -Environment Designer
      -Environment Modeller(Found)
      You can use this in your portfolio and you will be credited at the end.
      If you are interested, please email me at marfo343@gmail.com. Thank you!
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By Andrew Parkes
      I am a talented 2D/3D artist with 3 years animation working experience and a Degree in Illustration and Animation. I have won a world-wide art competition hosted by SFX magazine and am looking to develop a survival game. I have some knowledge of C sharp and have notes for a survival based game with flexible storyline and PVP. Looking for developers to team up with. I can create models, animations and artwork and I have beginner knowledge of C sharp with Unity. The idea is Inventory menu based gameplay and is inspired by games like DAYZ.
      Here is some early sci-fi concept art to give you an idea of the work level. Hope to work with like minded people and create something special. email me andrewparkesanim@gmail.com.
      Developers who share the same passion please contact me, or if you have a similar project and want me to join your team email me. 
      Many thanks, Andrew.

    • By thecheeselover
      I made this post on Reddit. I need ideas and information on how to create the ground mesh for my specifications.
    • By Canadian Map Makers
      GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.

      Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.

       

      We would like programmers and graphical artists to come onboard to (initially) create:

      A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
      A module where city infrastructure can be built on a real 3D interactive landscape.
      For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.

       

      More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).

       

      This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.

       

      Best regards,

      Steve Chapman (Canadian Map Makers)

       
    • By RobMaddison
      Hi
      I’ve been working on a game engine for years and I’ve recently come back to it after a couple of years break.  Because my engine uses DirectX9.0c I thought maybe it would be a good idea to upgrade it to DX11. I then installed Windows 10 and starting tinkering around with the engine trying to refamiliarise myself with all the code.
      It all seems to work ok in the new OS but there’s something I’ve noticed that has caused a massive slowdown in frame rate. My engine has a relatively sophisticated terrain system which includes the ability to paint roads onto it, ala CryEngine. The roads are spline curves and built up with polygons matching the terrain surface. It used to work perfectly but I’ve noticed that when I’m dynamically adding the roads, which involves moving the spline curve control points around the surface of the terrain, the frame rate comes to a grinding halt.
      There’s some relatively complex processing going on each time the mouse moves - the road either side of the control point(s) being moved, is reconstructed in real time so you can position and bend the road precisely. On my previous OS, which was Win2k Pro, this worked really smoothly and in release mode there was barely any slow down in frame rate, but now it’s unusable. As part of the road reconstruction, I lock the vertex and index buffers and refill them with the new values so my question is, on windows 10 using DX9, is anyone aware of any locking issues? I’m aware that there can be contention when locking buffers dynamically but I’m locking with LOCK_DISCARD and this has never been an issue before.
      Any help would be greatly appreciated.
    • By MikhailGorobets
      I have a problem with SSAO. On left hand black area.
      Code shader:
      Texture2D<uint> texGBufferNormal : register(t0); Texture2D<float> texGBufferDepth : register(t1); Texture2D<float4> texSSAONoise : register(t2); float3 GetUV(float3 position) { float4 vp = mul(float4(position, 1.0), ViewProject); vp.xy = float2(0.5, 0.5) + float2(0.5, -0.5) * vp.xy / vp.w; return float3(vp.xy, vp.z / vp.w); } float3 GetNormal(in Texture2D<uint> texNormal, in int3 coord) { return normalize(2.0 * UnpackNormalSphermap(texNormal.Load(coord)) - 1.0); } float3 GetPosition(in Texture2D<float> texDepth, in int3 coord) { float4 position = 1.0; float2 size; texDepth.GetDimensions(size.x, size.y); position.x = 2.0 * (coord.x / size.x) - 1.0; position.y = -(2.0 * (coord.y / size.y) - 1.0); position.z = texDepth.Load(coord); position = mul(position, ViewProjectInverse); position /= position.w; return position.xyz; } float3 GetPosition(in float2 coord, float depth) { float4 position = 1.0; position.x = 2.0 * coord.x - 1.0; position.y = -(2.0 * coord.y - 1.0); position.z = depth; position = mul(position, ViewProjectInverse); position /= position.w; return position.xyz; } float DepthInvSqrt(float nonLinearDepth) { return 1 / sqrt(1.0 - nonLinearDepth); } float GetDepth(in Texture2D<float> texDepth, float2 uv) { return texGBufferDepth.Sample(samplerPoint, uv); } float GetDepth(in Texture2D<float> texDepth, int3 screenPos) { return texGBufferDepth.Load(screenPos); } float CalculateOcclusion(in float3 position, in float3 direction, in float radius, in float pixelDepth) { float3 uv = GetUV(position + radius * direction); float d1 = DepthInvSqrt(GetDepth(texGBufferDepth, uv.xy)); float d2 = DepthInvSqrt(uv.z); return step(d1 - d2, 0) * min(1.0, radius / abs(d2 - pixelDepth)); } float GetRNDTexFactor(float2 texSize) { float width; float height; texGBufferDepth.GetDimensions(width, height); return float2(width, height) / texSize; } float main(FullScreenPSIn input) : SV_TARGET0 { int3 screenPos = int3(input.Position.xy, 0); float depth = DepthInvSqrt(GetDepth(texGBufferDepth, screenPos)); float3 normal = GetNormal(texGBufferNormal, screenPos); float3 position = GetPosition(texGBufferDepth, screenPos) + normal * SSAO_NORMAL_BIAS; float3 random = normalize(2.0 * texSSAONoise.Sample(samplerNoise, input.Texcoord * GetRNDTexFactor(SSAO_RND_TEX_SIZE)).rgb - 1.0); float SSAO = 0; [unroll] for (int index = 0; index < SSAO_KERNEL_SIZE; index++) { float3 dir = reflect(SamplesKernel[index].xyz, random); SSAO += CalculateOcclusion(position, dir * sign(dot(dir, normal)), SSAO_RADIUS, depth); } return 1.0 - SSAO / SSAO_KERNEL_SIZE; }  



    • By Ike aka Dk
      Hello everyone 
      I am a programmer from Baku.
      I need a 3D Modeller for my shooter project in unity.I have 2 years Unity exp.
      Project will paid when we finish the work 
      If you interested write me on email:
      mr.danilo911@gmail.com
    • By MarcusAseth
      Hi guys, I'm trying to learn this stuff but running into some problems 😕
      I've compiled my .hlsl into a header file which contains the global variable with the precompiled shader data:
      //... // Approximately 83 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 143, 82, 13, 236, 152, 133, 219, 113, 173, 135, 18, 87, 122, 208, 124, 76, 1, 0, 0, 0, 16, 76, 0, 0, 6, 0, //.... And now following the "Compiling at build time to header files" example at this msdn link , I've included the header files in my main.cpp and I'm trying to create the vertex shader like this:
      hr = g_d3dDevice->CreateVertexShader(g_vs, sizeof(g_vs), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { return -1; } and this is failing, entering the if and returing -1.
      Can someone point out what I'm doing wrong? 😕 
    • By Toastmastern
      Hello everyone,
      After a few years of break from coding and my planet render game I'm giving it a go again from a different angle. What I'm struggling with now is that I have created a Frustum that works fine for now atleast, it does what it's supose to do alltho not perfect. But with the frustum came very low FPS, since what I'm doing right now just to see if the Frustum worked is to recreate the vertex buffer every frame that the camera detected movement. This is of course very costly and not the way to do it. Thats why I'm now trying to learn how to create a dynamic vertexbuffer instead and to map and unmap the vertexes, in the end my goal is to update only part of the vertexbuffer that is needed, but one step at a time ^^

      So below is my code which I use to create the Dynamic buffer. The issue is that I want the size of the vertex buffer to be big enough to handle bigger vertex buffers then just mPlanetMesh.vertices.size() due to more vertices being added later when I start to do LOD and stuff, the first render isn't the biggest one I will need.
      vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = mPlanetMesh.vertices.size(); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; vertexData.pSysMem = &mPlanetMesh.vertices[0]; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if (FAILED(result)) { return false; } What happens is that the 
      result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); Makes it crash due to Access Violation. When I put the vertices.size() in it works without issues, but when I try to set it to like vertices.size() * 2 it crashes.
      I googled my eyes dry tonight but doesn't seem to find people with the same kind of issue, I've read that the vertex buffer can be bigger if needed. What I'm I doing wrong here?
       
      Best Regards and Thanks in advance
      Toastmastern
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631371
    • Total Posts
      2999606
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!