Hii Jonne,

When I use --no_async_asset_load command line parameter then also sometimes
(2 out 5) "ran out of memory" error occurs. I have used .tga and .png
formats for texture. I think its better to use .dds to see better results.
I also encounter some transparency issues when using .png, .jpg, .tga
textures such as over a plant, tree or vehicle rim, etc. How this can be
recctified?

~Regards,
Vaibhav Vaidya

On Sat, Mar 31, 2012 at 9:36 PM, Jonne Nauha <[email protected]> wrote:

> The only difference between local and http assets is that mesh, skeleton
> and texture assets will be loaded asynchronously, meaning we pass the file
> path to our asset cache for the file to Ogre and let its background worker
> (separate thread) load the asset and inform us once its done.
>
> I think the threaded way might be more prone to crash when you are close
> to running out of memory. You can disable this threaded loading completely
> with startup parameter  --no_async_asset_load as you can see here
> https://github.com/realXtend/naali/blob/tundra2/src/Core/OgreRenderingModule/TextureAsset.cpp#L73
>
> local:// refs are never loaded with the thread as their disk source can be
> from anywhere. And we would need to add every local storage path and
> recursively all of its sub folders into ogre as a asset location. At the
> time of implementing this I saw this not to be important and it would make
> messy code. We could inspect if ogre knows to search sub dirs in locations,
> meaning that we would only need to pass the root for all local storages and
> then use threaded loading with the disk source filename. It would be nice
> to get the loading path exactly the same for all storage assets, so we
> could detect bugs like you have here (local not crashing, same web assets
> crashing).
>
> Anyway, profiler is your friend! View -> Profiler or 'prof' in console.
> This thing will tell you everything you need and more. Ogre tab shows
> totals of used memory. Textures can sort you the biggest memory spenders so
> you know what textures you should optimize. Prefer making your textures
> .dds DXT1 when you dont need alpha and DXT3 if you need alpha. There are
> plugins to photoshop and others to convert other formats to dds. Microsoft
> DirextX SDK gives you texconv.exe command line tool and Ludocraft has
> written this
> https://github.com/realXtend/naali/tree/tundra2/tools/TextureTool it is
> located in tundra source repo /tools/TextureTool just go there and build
> it. Seems like once its done you can use this
> https://github.com/realXtend/naali/blob/tundra2/tools/TextureTool/ConvertAll.cmd
>  read
> instructions there.
>
> Best regards,
> Jonne Nauha
> Adminotech developer
>
>
>
> On Sat, Mar 31, 2012 at 6:17 PM, Vik <[email protected]> wrote:
>
>> Hi,
>> When i saw this message, I just lowered resolution of some textures
>> (some *.png was as 2000x1000)...
>> But if this on same machine and same video-card, only from different
>> repository, It is strange...
>> Vik.
>>
>> On Mar 31, 3:19 am, Vaibhav Vaidya <[email protected]> wrote:
>> > Hii all,
>> >
>> > I have created a scene using a few 3D models. Earlier I had a local
>> > repository and client was loading all the models with textures but now I
>> > have setup a web server and hosted all the assets to the server. Now,
>> when
>> > I launch the client, it loads few assets and then I see the following
>> error
>> > multiple times on the console:
>> >
>> > Error: OGRE EXCEPTION(3:RenderingAPIException): Error creating texture:
>> Ran
>> > out of memory in D3D9Texture::_createNormTex at
>> .\src\OgreD3D9Texture.cpp
>> > (line 1109)
>> >
>> > How can this be rectified?
>> >
>> > ~Vaibhav
>>
>> --
>> http://groups.google.com/group/realxtend
>> http://www.realxtend.org
>>
>
>  --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

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