Open QuillLittlefeather opened 9 years ago
Hi kris.
curious what error you get when you attempt this (if any) and what operating system your on.
thats why i do not know whats wrong there are no errors on the grid server or region server. everything loads fine. OS: Windows server 2008 RT Data center (x64) .net: 3.5, 4.0, 4.5
whitecore version: both 0.9.2 and 0.9.3 dev.
grid login url: http://andromedagrid.com:9002/ Region: starting region
created account for anyone to login with to test.
user account error test
password: issues
Hi Kris ;D Run your Grid with SQLite or Mysql ?
mysql
I have seen some issues with mesh builds in the past. Especially when people are using the ODE physics engine. On the Bullet version we have at the moment it's less but still does the same after a period of time.
If your console outputs any errors or messages that might explain it, please make a Gist or a Pastebin so we can determine where exactly it goes wrong
That is why I asked if there were any errors. If you try to use bullet in one instance then export and import it into an instance using ODE you will have issues. That is assuming kris is uploading a pre-made mesh and its not one they made on their own of course.
Jul 02 11:15:53 - [MESH]: exception decoding physical mesh: OpenMetaverse.Struct uredData.OSDException: Binary LLSD parsing: Unknown type marker. at OpenMetaverse.StructuredData.OSDParser.ParseLLSDBinaryElement(Stream strea m) at OpenMetaverse.StructuredData.OSDParser.DeserializeLLSDBinary(Stream stream ) at OpenMetaverse.StructuredData.OSDParser.DeserializeLLSDBinary(Byte[] binary Data) at WhiteCore.Physics.Meshing.Meshmerizer.CreateMeshFromPrimMesher(String prim Name, PrimitiveBaseShape primShape, Vector3 size, Single lod, UInt64 key) in c:\ Users\Littlefeather\Downloads\WhiteCore-Dev-master (1)\WhiteCore-Dev-master\Whit eCore\Physics\Meshing\Meshmerizer.cs:line 290
Is this happening with one mesh object you are uploading or multiple uploads? and which version of whitecore are you using?
this happens with all mesh and they were created in blender, I am using the latest dev 0.9.3.
Hi Quill, Can you get me a couple of examples that fail please so I can track through what is happening? (Dropbox, Gdrive, etc or email me if they are small enough
https://drive.google.com/open?id=0B577i6m2-GOsZXBNR0E5RmFQaDQ https://drive.google.com/open?id=0B577i6m2-GOsT2xRR3JmckRXUmc
these are simple mesh items i made to test whitecore
I ran into a similar issue as @QuillLittlefeather. For me it was related to this in both Meshmerizer.cs and RenderMaterials.cs:
https://github.com/WhiteCoreSim/WhiteCore-Dev/commit/223ce72816a4c4c789d86529f9f43b388aeced5f
and this change in both files:
RenderMaterals.cs:
Meshmerizer.cs
When I reverted back to the original on these lines, everything worked fine (for me anyways).
Correct, this is partially the problem but there are other corrections as well. I will be pushing through a bunch of mesmeriser updates very soon.
Corrections pushed through and verified with supplied test objects from QuillLittleFeather (previously failed to load correctly) Note: Some additional code has not yet been fully tested and verified
Please check and provide some feedback as to the functionality.
it work on ode but in buletsim i get stack overflow exception
Thanks Quill, Yes, my checks usingBullet failed miserably. I have already found some problems which may correct a few things. Also, there are plans to get Bullet up to date as well.t
Bumping this issue to 0.9.4 as it's a Physics issue
Quill, I have just implemented and pushed through a heap of updates for BulletSim that Fine did for us. These also involve some changes in the meshing processing. If you are able, could you grab the latest Dev (master) code and give Bulet a try again and see if the meshing issues you saw have changed in any way. G
ok i will do that when i get home
On Fri, Nov 13, 2015 at 3:17 AM, Rowan Deppeler notifications@github.com wrote:
Quill, I have just implemented and pushed through a heap of updates for BulletSim that Fine did for us. These also involve some changes in the meshing processing. If you are able, could you grab the latest Dev (master) code and give Bulet a try again and see if the meshing issues you saw have changed in any way. G
— Reply to this email directly or view it on GitHub https://github.com/WhiteCoreSim/WhiteCore-Dev/issues/137#issuecomment-156401070 .
I am still having issues with mesh unable to walk on them (can walk 10M ABOVE). and mesh with holes ex window or doorway not working. could be my machine so when my new server arrives ill check again.
Quill, is this with bulletSim or ODE?
There is a known problem with ODE and mesh that gives the 'floating on air' problem.
This is on my 'to do list' when I have time.
this is with bulletsim but going to try on fresh server
On Mon, Nov 30, 2015 at 7:17 PM, Rowan Deppeler notifications@github.com wrote:
Quill, is this with bulletSim or ODE?
There is a known problem with ODE and mesh that gives the 'floating on air' problem.
This is on my 'to do list' when I have time.
— Reply to this email directly or view it on GitHub https://github.com/WhiteCoreSim/WhiteCore-Dev/issues/137#issuecomment-160836878 .
Moving this to 0.9.5
We have finsihed a new Version of Meshmerizer. the roll out comes soon.
I am unable to walk on or next to mesh items, I have a mesh bridge i made for opensim. in opensim i can walk on it just fine but in whitecore i cant if i fly above it and land on it i land 10 meters above the bridge, also with mesh houses the door ways no longer work but the did in opensim.