gazebosim / gz-sim

Open source robotics simulator. The latest version of Gazebo.
https://gazebosim.org
Apache License 2.0
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Visualize lidar plugin segfaults #1202

Open nlamprian opened 2 years ago

nlamprian commented 2 years ago

Environment

``` 08:31:24: Creating resource group General 08:31:24: Creating resource group Internal 08:31:24: Creating resource group Autodetect 08:31:24: SceneManagerFactory for type 'DefaultSceneManager' registered. 08:31:24: Registering ResourceManager for type Material 08:31:24: Registering ResourceManager for type Mesh 08:31:24: Registering ResourceManager for type Mesh2 08:31:24: Registering ResourceManager for type OldSkeleton 08:31:24: MovableObjectFactory for type 'ParticleSystem' registered. 08:31:24: ArchiveFactory for archive type FileSystem registered. 08:31:24: ArchiveFactory for archive type Zip registered. 08:31:24: ArchiveFactory for archive type EmbeddedZip registered. 08:31:24: DDS codec registering 08:31:24: FreeImage version: 3.18.0 08:31:24: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 08:31:24: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,psb,cut,xbm,xpm,gif,hdr,g3,sgi,rgb,rgba,bw,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti,x3f,webp,jxr,wdp,hdp 08:31:24: OITD codec registering 08:31:24: Registering ResourceManager for type HighLevelGpuProgram 08:31:24: MovableObjectFactory for type 'Entity' registered. 08:31:24: MovableObjectFactory for type 'Item' registered. 08:31:24: MovableObjectFactory for type 'Light' registered. 08:31:24: MovableObjectFactory for type 'BillboardSet' registered. 08:31:24: MovableObjectFactory for type 'ManualObject2' registered. 08:31:24: MovableObjectFactory for type 'BillboardChain' registered. 08:31:24: MovableObjectFactory for type 'RibbonTrail' registered. 08:31:24: MovableObjectFactory for type 'WireAabb' registered. 08:31:24: *-*-* OGRE Initialising 08:31:24: *-*-* Version 2.1.0unstable ('B') 08:31:24: OverlayElementFactory for type Panel registered. 08:31:24: OverlayElementFactory for type BorderPanel registered. 08:31:24: OverlayElementFactory for type TextArea registered. 08:31:24: Registering ResourceManager for type Font 08:31:24: Loading library /usr/lib/x86_64-linux-gnu/OGRE-2.1/OGRE/RenderSystem_GL3Plus.so 08:31:24: Installing plugin: GL 3+ RenderSystem 08:31:24: OpenGL 3+ Rendering Subsystem created. 08:31:24: Plugin successfully installed 08:31:24: Loading library /usr/lib/x86_64-linux-gnu/OGRE-2.1/OGRE/Plugin_ParticleFX.so 08:31:24: Installing plugin: ParticleFX 08:31:24: Particle Emitter Type 'Point' registered 08:31:24: Particle Emitter Type 'Box' registered 08:31:24: Particle Emitter Type 'Ellipsoid' registered 08:31:24: Particle Emitter Type 'Cylinder' registered 08:31:24: Particle Emitter Type 'Ring' registered 08:31:24: Particle Emitter Type 'HollowEllipsoid' registered 08:31:24: Particle Affector Type 'LinearForce' registered 08:31:24: Particle Affector Type 'ColourFader' registered 08:31:24: Particle Affector Type 'ColourFader2' registered 08:31:24: Particle Affector Type 'ColourImage' registered 08:31:24: Particle Affector Type 'ColourInterpolator' registered 08:31:24: Particle Affector Type 'Scaler' registered 08:31:24: Particle Affector Type 'Rotator' registered 08:31:24: Particle Affector Type 'DirectionRandomiser' registered 08:31:24: Particle Affector Type 'DeflectorPlane' registered 08:31:24: Plugin successfully installed 08:31:24: CPU Identifier & Features 08:31:24: ------------------------- 08:31:24: * CPU ID: AuthenticAMD: AMD Ryzen 9 5950X 16-Core Processor 08:31:24: * Logical cores: 32 08:31:24: * SSE: yes 08:31:24: * SSE2: yes 08:31:24: * SSE3: yes 08:31:24: * MMX: yes 08:31:24: * MMXEXT: yes 08:31:24: * 3DNOW: no 08:31:24: * 3DNOWEXT: no 08:31:24: * CMOV: yes 08:31:24: * TSC: yes 08:31:24: * FPU: yes 08:31:24: * PRO: yes 08:31:24: * HT: no 08:31:24: ------------------------- 08:31:24: ****************************** *** Starting GLX Subsystem *** ****************************** 08:31:24: GL3PlusRenderSystem::_createRenderWindow "OgreWindow(0)_0", 1x1 windowed miscParams: FSAA=0 border=none contentScalingFactor=1,000000 currentGLContext=true externalGLControl=true gamma=true stereoMode=Frame Sequential 08:31:24: GLXWindow::create used FBConfigID = 173 08:31:24: GL_VERSION = 3.3.0.0 08:31:24: GL_VENDOR = NVIDIA Corporation 08:31:24: GL_RENDERER = NVIDIA GeForce RTX 3080/PCIe/SSE2 08:31:24: GL_EXTENSIONS = 08:31:24: GL_AMD_multi_draw_indirect 08:31:24: GL_AMD_seamless_cubemap_per_texture 08:31:24: GL_AMD_vertex_shader_viewport_index 08:31:24: GL_AMD_vertex_shader_layer 08:31:24: GL_ARB_arrays_of_arrays 08:31:24: GL_ARB_base_instance 08:31:24: GL_ARB_bindless_texture 08:31:24: GL_ARB_blend_func_extended 08:31:24: GL_ARB_buffer_storage 08:31:24: GL_ARB_clear_buffer_object 08:31:24: GL_ARB_clear_texture 08:31:24: GL_ARB_clip_control 08:31:24: GL_ARB_color_buffer_float 08:31:24: GL_ARB_compressed_texture_pixel_storage 08:31:24: GL_ARB_conservative_depth 08:31:24: GL_ARB_compute_shader 08:31:24: GL_ARB_compute_variable_group_size 08:31:24: GL_ARB_conditional_render_inverted 08:31:24: GL_ARB_copy_buffer 08:31:24: GL_ARB_copy_image 08:31:24: GL_ARB_cull_distance 08:31:24: GL_ARB_debug_output 08:31:24: GL_ARB_depth_buffer_float 08:31:24: GL_ARB_depth_clamp 08:31:24: GL_ARB_depth_texture 08:31:24: GL_ARB_derivative_control 08:31:24: GL_ARB_direct_state_access 08:31:24: GL_ARB_draw_buffers 08:31:24: GL_ARB_draw_buffers_blend 08:31:24: GL_ARB_draw_indirect 08:31:24: GL_ARB_draw_elements_base_vertex 08:31:24: GL_ARB_draw_instanced 08:31:24: GL_ARB_enhanced_layouts 08:31:24: GL_ARB_ES2_compatibility 08:31:24: GL_ARB_ES3_compatibility 08:31:24: GL_ARB_ES3_1_compatibility 08:31:24: GL_ARB_ES3_2_compatibility 08:31:24: GL_ARB_explicit_attrib_location 08:31:24: GL_ARB_explicit_uniform_location 08:31:24: GL_ARB_fragment_coord_conventions 08:31:24: GL_ARB_fragment_layer_viewport 08:31:24: GL_ARB_fragment_program 08:31:24: GL_ARB_fragment_program_shadow 08:31:24: GL_ARB_fragment_shader 08:31:24: GL_ARB_fragment_shader_interlock 08:31:24: GL_ARB_framebuffer_no_attachments 08:31:24: GL_ARB_framebuffer_object 08:31:24: GL_ARB_framebuffer_sRGB 08:31:24: GL_ARB_geometry_shader4 08:31:24: GL_ARB_get_program_binary 08:31:24: GL_ARB_get_texture_sub_image 08:31:24: GL_ARB_gl_spirv 08:31:24: GL_ARB_gpu_shader5 08:31:24: GL_ARB_gpu_shader_fp64 08:31:24: GL_ARB_gpu_shader_int64 08:31:24: GL_ARB_half_float_pixel 08:31:24: GL_ARB_half_float_vertex 08:31:24: GL_ARB_imaging 08:31:24: GL_ARB_indirect_parameters 08:31:24: GL_ARB_instanced_arrays 08:31:24: GL_ARB_internalformat_query 08:31:24: GL_ARB_internalformat_query2 08:31:24: GL_ARB_invalidate_subdata 08:31:24: GL_ARB_map_buffer_alignment 08:31:24: GL_ARB_map_buffer_range 08:31:24: GL_ARB_multi_bind 08:31:24: GL_ARB_multi_draw_indirect 08:31:24: GL_ARB_multisample 08:31:24: GL_ARB_multitexture 08:31:24: GL_ARB_occlusion_query 08:31:24: GL_ARB_occlusion_query2 08:31:24: GL_ARB_parallel_shader_compile 08:31:24: GL_ARB_pipeline_statistics_query 08:31:24: GL_ARB_pixel_buffer_object 08:31:24: GL_ARB_point_parameters 08:31:24: GL_ARB_point_sprite 08:31:24: GL_ARB_polygon_offset_clamp 08:31:24: GL_ARB_post_depth_coverage 08:31:24: GL_ARB_program_interface_query 08:31:24: GL_ARB_provoking_vertex 08:31:24: GL_ARB_query_buffer_object 08:31:24: GL_ARB_robust_buffer_access_behavior 08:31:24: GL_ARB_robustness 08:31:24: GL_ARB_sample_locations 08:31:24: GL_ARB_sample_shading 08:31:24: GL_ARB_sampler_objects 08:31:24: GL_ARB_seamless_cube_map 08:31:24: GL_ARB_seamless_cubemap_per_texture 08:31:24: GL_ARB_separate_shader_objects 08:31:24: GL_ARB_shader_atomic_counter_ops 08:31:24: GL_ARB_shader_atomic_counters 08:31:24: GL_ARB_shader_ballot 08:31:24: GL_ARB_shader_bit_encoding 08:31:24: GL_ARB_shader_clock 08:31:24: GL_ARB_shader_draw_parameters 08:31:24: GL_ARB_shader_group_vote 08:31:24: GL_ARB_shader_image_load_store 08:31:24: GL_ARB_shader_image_size 08:31:24: GL_ARB_shader_objects 08:31:24: GL_ARB_shader_precision 08:31:24: GL_ARB_shader_storage_buffer_object 08:31:24: GL_ARB_shader_subroutine 08:31:24: GL_ARB_shader_texture_image_samples 08:31:24: GL_ARB_shader_texture_lod 08:31:24: GL_ARB_shading_language_100 08:31:24: GL_ARB_shader_viewport_layer_array 08:31:24: GL_ARB_shading_language_420pack 08:31:24: GL_ARB_shading_language_include 08:31:24: GL_ARB_shading_language_packing 08:31:24: GL_ARB_shadow 08:31:24: GL_ARB_sparse_buffer 08:31:24: GL_ARB_sparse_texture 08:31:24: GL_ARB_sparse_texture2 08:31:24: GL_ARB_sparse_texture_clamp 08:31:24: GL_ARB_spirv_extensions 08:31:24: GL_ARB_stencil_texturing 08:31:24: GL_ARB_sync 08:31:24: GL_ARB_tessellation_shader 08:31:24: GL_ARB_texture_barrier 08:31:24: GL_ARB_texture_border_clamp 08:31:24: GL_ARB_texture_buffer_object 08:31:24: GL_ARB_texture_buffer_object_rgb32 08:31:24: GL_ARB_texture_buffer_range 08:31:24: GL_ARB_texture_compression 08:31:24: GL_ARB_texture_compression_bptc 08:31:24: GL_ARB_texture_compression_rgtc 08:31:24: GL_ARB_texture_cube_map 08:31:24: GL_ARB_texture_cube_map_array 08:31:24: GL_ARB_texture_env_add 08:31:24: GL_ARB_texture_env_combine 08:31:24: GL_ARB_texture_env_crossbar 08:31:24: GL_ARB_texture_env_dot3 08:31:24: GL_ARB_texture_filter_anisotropic 08:31:24: GL_ARB_texture_filter_minmax 08:31:24: GL_ARB_texture_float 08:31:24: GL_ARB_texture_gather 08:31:24: GL_ARB_texture_mirror_clamp_to_edge 08:31:24: GL_ARB_texture_mirrored_repeat 08:31:24: GL_ARB_texture_multisample 08:31:24: GL_ARB_texture_non_power_of_two 08:31:24: GL_ARB_texture_query_levels 08:31:24: GL_ARB_texture_query_lod 08:31:24: GL_ARB_texture_rectangle 08:31:24: GL_ARB_texture_rg 08:31:24: GL_ARB_texture_rgb10_a2ui 08:31:24: GL_ARB_texture_stencil8 08:31:24: GL_ARB_texture_storage 08:31:24: GL_ARB_texture_storage_multisample 08:31:24: GL_ARB_texture_swizzle 08:31:24: GL_ARB_texture_view 08:31:24: GL_ARB_timer_query 08:31:24: GL_ARB_transform_feedback2 08:31:24: GL_ARB_transform_feedback3 08:31:24: GL_ARB_transform_feedback_instanced 08:31:24: GL_ARB_transform_feedback_overflow_query 08:31:24: GL_ARB_transpose_matrix 08:31:24: GL_ARB_uniform_buffer_object 08:31:24: GL_ARB_vertex_array_bgra 08:31:24: GL_ARB_vertex_array_object 08:31:24: GL_ARB_vertex_attrib_64bit 08:31:24: GL_ARB_vertex_attrib_binding 08:31:24: GL_ARB_vertex_buffer_object 08:31:24: GL_ARB_vertex_program 08:31:24: GL_ARB_vertex_shader 08:31:24: GL_ARB_vertex_type_10f_11f_11f_rev 08:31:24: GL_ARB_vertex_type_2_10_10_10_rev 08:31:24: GL_ARB_viewport_array 08:31:24: GL_ARB_window_pos 08:31:24: GL_ATI_draw_buffers 08:31:24: GL_ATI_texture_float 08:31:24: GL_ATI_texture_mirror_once 08:31:24: GL_S3_s3tc 08:31:24: GL_EXT_texture_env_add 08:31:24: GL_EXT_abgr 08:31:24: GL_EXT_bgra 08:31:24: GL_EXT_bindable_uniform 08:31:24: GL_EXT_blend_color 08:31:24: GL_EXT_blend_equation_separate 08:31:24: GL_EXT_blend_func_separate 08:31:24: GL_EXT_blend_minmax 08:31:24: GL_EXT_blend_subtract 08:31:24: GL_EXT_compiled_vertex_array 08:31:24: GL_EXT_Cg_shader 08:31:24: GL_EXT_depth_bounds_test 08:31:24: GL_EXT_direct_state_access 08:31:24: GL_EXT_draw_buffers2 08:31:24: GL_EXT_draw_instanced 08:31:24: GL_EXT_draw_range_elements 08:31:24: GL_EXT_fog_coord 08:31:24: GL_EXT_framebuffer_blit 08:31:24: GL_EXT_framebuffer_multisample 08:31:24: GL_EXTX_framebuffer_mixed_formats 08:31:24: GL_EXT_framebuffer_multisample_blit_scaled 08:31:24: GL_EXT_framebuffer_object 08:31:24: GL_EXT_framebuffer_sRGB 08:31:24: GL_EXT_geometry_shader4 08:31:24: GL_EXT_gpu_program_parameters 08:31:24: GL_EXT_gpu_shader4 08:31:24: GL_EXT_multi_draw_arrays 08:31:24: GL_EXT_multiview_texture_multisample 08:31:24: GL_EXT_multiview_timer_query 08:31:24: GL_EXT_packed_depth_stencil 08:31:24: GL_EXT_packed_float 08:31:24: GL_EXT_packed_pixels 08:31:24: GL_EXT_pixel_buffer_object 08:31:24: GL_EXT_point_parameters 08:31:24: GL_EXT_polygon_offset_clamp 08:31:24: GL_EXT_post_depth_coverage 08:31:24: GL_EXT_provoking_vertex 08:31:24: GL_EXT_raster_multisample 08:31:24: GL_EXT_rescale_normal 08:31:24: GL_EXT_secondary_color 08:31:24: GL_EXT_separate_shader_objects 08:31:24: GL_EXT_separate_specular_color 08:31:24: GL_EXT_shader_image_load_formatted 08:31:24: GL_EXT_shader_image_load_store 08:31:24: GL_EXT_shader_integer_mix 08:31:24: GL_EXT_shadow_funcs 08:31:24: GL_EXT_sparse_texture2 08:31:24: GL_EXT_stencil_two_side 08:31:24: GL_EXT_stencil_wrap 08:31:24: GL_EXT_texture3D 08:31:24: GL_EXT_texture_array 08:31:24: GL_EXT_texture_buffer_object 08:31:24: GL_EXT_texture_compression_dxt1 08:31:24: GL_EXT_texture_compression_latc 08:31:24: GL_EXT_texture_compression_rgtc 08:31:24: GL_EXT_texture_compression_s3tc 08:31:24: GL_EXT_texture_cube_map 08:31:24: GL_EXT_texture_edge_clamp 08:31:24: GL_EXT_texture_env_combine 08:31:24: GL_EXT_texture_env_dot3 08:31:24: GL_EXT_texture_filter_anisotropic 08:31:24: GL_EXT_texture_filter_minmax 08:31:24: GL_EXT_texture_integer 08:31:24: GL_EXT_texture_lod 08:31:24: GL_EXT_texture_lod_bias 08:31:24: GL_EXT_texture_mirror_clamp 08:31:24: GL_EXT_texture_object 08:31:24: GL_EXT_texture_shadow_lod 08:31:24: GL_EXT_texture_shared_exponent 08:31:24: GL_EXT_texture_sRGB 08:31:24: GL_EXT_texture_sRGB_R8 08:31:24: GL_EXT_texture_sRGB_decode 08:31:24: GL_EXT_texture_storage 08:31:24: GL_EXT_texture_swizzle 08:31:24: GL_EXT_timer_query 08:31:24: GL_EXT_transform_feedback2 08:31:24: GL_EXT_vertex_array 08:31:24: GL_EXT_vertex_array_bgra 08:31:24: GL_EXT_vertex_attrib_64bit 08:31:24: GL_EXT_window_rectangles 08:31:24: GL_EXT_x11_sync_object 08:31:24: GL_EXT_import_sync_object 08:31:24: GL_NV_robustness_video_memory_purge 08:31:24: GL_IBM_rasterpos_clip 08:31:24: GL_IBM_texture_mirrored_repeat 08:31:24: GL_KHR_context_flush_control 08:31:24: GL_KHR_debug 08:31:24: GL_EXT_memory_object 08:31:24: GL_EXT_memory_object_fd 08:31:24: GL_NV_memory_object_sparse 08:31:24: GL_KHR_parallel_shader_compile 08:31:24: GL_KHR_no_error 08:31:24: GL_KHR_robust_buffer_access_behavior 08:31:24: GL_KHR_robustness 08:31:24: GL_EXT_semaphore 08:31:24: GL_EXT_semaphore_fd 08:31:24: GL_NV_timeline_semaphore 08:31:24: GL_KHR_shader_subgroup 08:31:24: GL_KTX_buffer_region 08:31:24: GL_NV_alpha_to_coverage_dither_control 08:31:24: GL_NV_bindless_multi_draw_indirect 08:31:24: GL_NV_bindless_multi_draw_indirect_count 08:31:24: GL_NV_bindless_texture 08:31:24: GL_NV_blend_equation_advanced 08:31:24: GL_NV_blend_equation_advanced_coherent 08:31:24: GL_NVX_blend_equation_advanced_multi_draw_buffers 08:31:24: GL_NV_blend_minmax_factor 08:31:24: GL_NV_blend_square 08:31:24: GL_NV_clip_space_w_scaling 08:31:24: GL_NV_command_list 08:31:24: GL_NV_compute_program5 08:31:24: GL_NV_compute_shader_derivatives 08:31:24: GL_NV_conditional_render 08:31:24: GL_NV_conservative_raster 08:31:24: GL_NV_conservative_raster_dilate 08:31:24: GL_NV_conservative_raster_pre_snap 08:31:24: GL_NV_conservative_raster_pre_snap_triangles 08:31:24: GL_NV_conservative_raster_underestimation 08:31:24: GL_NV_copy_depth_to_color 08:31:24: GL_NV_copy_image 08:31:24: GL_NV_depth_buffer_float 08:31:24: GL_NV_depth_clamp 08:31:24: GL_NV_draw_texture 08:31:24: GL_NV_draw_vulkan_image 08:31:24: GL_NV_ES1_1_compatibility 08:31:24: GL_NV_ES3_1_compatibility 08:31:24: GL_NV_explicit_multisample 08:31:24: GL_NV_feature_query 08:31:24: GL_NV_fence 08:31:24: GL_NV_fill_rectangle 08:31:24: GL_NV_float_buffer 08:31:24: GL_NV_fog_distance 08:31:24: GL_NV_fragment_coverage_to_color 08:31:24: GL_NV_fragment_program 08:31:24: GL_NV_fragment_program_option 08:31:24: GL_NV_fragment_program2 08:31:24: GL_NV_fragment_shader_barycentric 08:31:24: GL_NV_fragment_shader_interlock 08:31:24: GL_NV_framebuffer_mixed_samples 08:31:24: GL_NV_framebuffer_multisample_coverage 08:31:24: GL_NV_geometry_shader4 08:31:24: GL_NV_geometry_shader_passthrough 08:31:24: GL_NV_gpu_program4 08:31:24: GL_NV_internalformat_sample_query 08:31:24: GL_NV_gpu_program4_1 08:31:24: GL_NV_gpu_program5 08:31:24: GL_NV_gpu_program5_mem_extended 08:31:24: GL_NV_gpu_program_fp64 08:31:24: GL_NV_gpu_shader5 08:31:24: GL_NV_half_float 08:31:24: GL_NV_light_max_exponent 08:31:24: GL_NV_memory_attachment 08:31:24: GL_NV_mesh_shader 08:31:24: GL_NV_multisample_coverage 08:31:24: GL_NV_multisample_filter_hint 08:31:24: GL_NV_occlusion_query 08:31:24: GL_NV_packed_depth_stencil 08:31:24: GL_NV_parameter_buffer_object 08:31:24: GL_NV_parameter_buffer_object2 08:31:24: GL_NV_path_rendering 08:31:24: GL_NV_path_rendering_shared_edge 08:31:24: GL_NV_pixel_data_range 08:31:24: GL_NV_point_sprite 08:31:24: GL_NV_primitive_restart 08:31:24: GL_NV_primitive_shading_rate 08:31:24: GL_NV_query_resource 08:31:24: GL_NV_query_resource_tag 08:31:24: GL_NV_register_combiners 08:31:24: GL_NV_register_combiners2 08:31:24: GL_NV_representative_fragment_test 08:31:24: GL_NV_sample_locations 08:31:24: GL_NV_sample_mask_override_coverage 08:31:24: GL_NV_scissor_exclusive 08:31:24: GL_NV_shader_atomic_counters 08:31:24: GL_NV_shader_atomic_float 08:31:24: GL_NV_shader_atomic_float64 08:31:24: GL_NV_shader_atomic_fp16_vector 08:31:24: GL_NV_shader_atomic_int64 08:31:24: GL_NV_shader_buffer_load 08:31:24: GL_NV_shader_storage_buffer_object 08:31:24: GL_NV_shader_subgroup_partitioned 08:31:24: GL_NV_shader_texture_footprint 08:31:24: GL_NV_shading_rate_image 08:31:24: GL_NV_stereo_view_rendering 08:31:24: GL_NV_texgen_reflection 08:31:24: GL_NV_texture_barrier 08:31:24: GL_NV_texture_compression_vtc 08:31:24: GL_NV_texture_dirty_tile_map 08:31:24: GL_NV_texture_env_combine4 08:31:24: GL_NV_texture_multisample 08:31:24: GL_NV_texture_rectangle 08:31:24: GL_NV_texture_rectangle_compressed 08:31:24: GL_NV_texture_shader 08:31:24: GL_NV_texture_shader2 08:31:24: GL_NV_texture_shader3 08:31:24: GL_NV_transform_feedback 08:31:24: GL_NV_transform_feedback2 08:31:24: GL_NV_uniform_buffer_unified_memory 08:31:24: GL_NV_vdpau_interop 08:31:24: GL_NV_vdpau_interop2 08:31:24: GL_NV_vertex_array_range 08:31:24: GL_NV_vertex_array_range2 08:31:24: GL_NV_vertex_attrib_integer_64bit 08:31:24: GL_NV_vertex_buffer_unified_memory 08:31:24: GL_NV_vertex_program 08:31:24: GL_NV_vertex_program1_1 08:31:24: GL_NV_vertex_program2 08:31:24: GL_NV_vertex_program2_option 08:31:24: GL_NV_vertex_program3 08:31:24: GL_NV_viewport_array2 08:31:24: GL_NV_viewport_swizzle 08:31:24: GL_NVX_conditional_render 08:31:24: GL_NV_gpu_multicast 08:31:24: GL_NVX_progress_fence 08:31:24: GL_NVX_gpu_memory_info 08:31:24: GL_NVX_nvenc_interop 08:31:24: GL_NV_shader_thread_group 08:31:24: GL_NV_shader_thread_shuffle 08:31:24: GL_KHR_blend_equation_advanced 08:31:24: GL_KHR_blend_equation_advanced_coherent 08:31:24: GL_OVR_multiview 08:31:24: GL_OVR_multiview2 08:31:24: GL_SGIS_generate_mipmap 08:31:24: GL_SGIS_texture_lod 08:31:24: GL_SGIX_depth_texture 08:31:24: GL_SGIX_shadow 08:31:24: GL_SUN_slice_accum 08:31:24: Supported GLX extensions: GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context GLX_SGI_video_sync GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_texture_from_pixmap GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_no_error GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_NV_robustness_video_memory_purge GLX_NV_multigpu_context 08:31:24: ************************************** 08:31:24: *** OpenGL 3+ Renderer Started *** 08:31:24: ************************************** 08:31:24: Registering ResourceManager for type GpuProgram 08:31:24: GL3+: Using FBOs for rendering to textures 08:31:24: FBO PF_UNKNOWN depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_L8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_L16 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_BYTE_LA depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_DEPTH_DEPRECATED depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT16_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT32_R depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_SHORT_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R11G11B10_FLOAT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8A8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16B16_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16B16A16_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32G32_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32G32B32_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32G32B32A32_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8A8_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16B16_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16B16A16_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32G32_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32G32B32_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R32G32B32A32_SINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_RG8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R8G8B8A8_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16B16_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_R16G16B16A16_SNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D24_UNORM_S8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D24_UNORM_X8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_X24_S8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D24_UNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D16_UNORM depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D32_FLOAT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D32_FLOAT_X24_S8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_D32_FLOAT_X24_X8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: FBO PF_X32_X24_S8_UINT depth/stencil support: D0S0 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 08:31:24: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_R8G8B8A8 PF_DEPTH_DEPRECATED PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB PF_R11G11B10_FLOAT PF_R8_UINT PF_R8G8_UINT PF_R8G8B8_UINT PF_R8G8B8A8_UINT PF_R16_UINT PF_R16G16_UINT PF_R16G16B16_UINT PF_R16G16B16A16_UINT PF_R32_UINT PF_R32G32_UINT PF_R32G32B32_UINT PF_R32G32B32A32_UINT PF_R8_SINT PF_R8G8_SINT PF_R8G8B8_SINT PF_R8G8B8A8_SINT PF_R16_SINT PF_R16G16_SINT PF_R16G16B16_SINT PF_R16G16B16A16_SINT PF_R32_SINT PF_R32G32_SINT PF_R32G32B32_SINT PF_R32G32B32A32_SINT PF_RG8 PF_R8_SNORM PF_R8G8_SNORM PF_R8G8B8_SNORM PF_R8G8B8A8_SNORM PF_R16_SNORM PF_R16G16_SNORM PF_R16G16B16_SNORM PF_R16G16B16A16_SNORM PF_D24_UNORM_S8_UINT PF_D24_UNORM_X8 PF_X24_S8_UINT PF_D24_UNORM PF_D16_UNORM PF_D32_FLOAT PF_D32_FLOAT_X24_S8_UINT PF_D32_FLOAT_X24_X8 PF_X32_X24_S8_UINT 08:31:24: RenderSystem capabilities 08:31:24: ------------------------- 08:31:24: RenderSystem Name: OpenGL 3+ Rendering Subsystem 08:31:24: GPU Vendor: nvidia 08:31:24: Device Name: NVIDIA GeForce RTX 3080/PCIe/SSE2 08:31:24: Driver Version: 3.3.0.0 08:31:24: * Fixed function pipeline: no 08:31:24: * Hardware generation of mipmaps: yes 08:31:24: * Texture blending: yes 08:31:24: * Anisotropic texture filtering: yes 08:31:24: * Dot product texture operation: yes 08:31:24: * Cube mapping: yes 08:31:24: * Hardware stencil buffer: yes 08:31:24: - Stencil depth: 8 08:31:24: - Two sided stencil support: yes 08:31:24: - Wrap stencil values: yes 08:31:24: * Hardware vertex / index buffers: yes 08:31:24: * 32-bit index buffers: yes 08:31:24: * Vertex programs: yes 08:31:24: * Number of floating-point constants for vertex programs: 4096 08:31:24: * Number of integer constants for vertex programs: 4096 08:31:24: * Number of boolean constants for vertex programs: 4096 08:31:24: * Fragment programs: yes 08:31:24: * Number of floating-point constants for fragment programs: 4096 08:31:24: * Number of integer constants for fragment programs: 4096 08:31:24: * Number of boolean constants for fragment programs: 4096 08:31:24: * Geometry programs: yes 08:31:24: * Number of floating-point constants for geometry programs: 2048 08:31:24: * Number of integer constants for geometry programs: 2048 08:31:24: * Number of boolean constants for geometry programs: 2048 08:31:24: * Tessellation Hull programs: yes 08:31:24: * Number of floating-point constants for tessellation hull programs: 2048 08:31:24: * Number of integer constants for tessellation hull programs: 2048 08:31:24: * Number of boolean constants for tessellation hull programs: 2048 08:31:24: * Tessellation Domain programs: yes 08:31:24: * Number of floating-point constants for tessellation domain programs: 2048 08:31:24: * Number of integer constants for tessellation domain programs: 2048 08:31:24: * Number of boolean constants for tessellation domain programs: 2048 08:31:24: * Compute programs: yes 08:31:24: * Number of floating-point constants for compute programs: 2048 08:31:24: * Number of integer constants for compute programs: 2048 08:31:24: * Number of boolean constants for compute programs: 2048 08:31:24: * Supported Shader Profiles: glsl glsl130 glsl140 glsl150 glsl330 08:31:24: * Texture Compression: yes 08:31:24: - DXT: yes 08:31:24: - VTC: yes 08:31:24: - PVRTC: no 08:31:24: - ATC: no 08:31:24: - ETC1: no 08:31:24: - ETC2: yes 08:31:24: - BC4/BC5: yes 08:31:24: - BC6H/BC7: yes 08:31:24: - ASTC: no 08:31:24: * Hardware Occlusion Query: yes 08:31:24: * User clip planes: yes 08:31:24: * VET_UBYTE4 vertex element type: yes 08:31:24: * Infinite far plane projection: yes 08:31:24: * Hardware render-to-texture: yes 08:31:24: * Floating point textures: yes 08:31:24: * Non-power-of-two textures: yes 08:31:24: * 1d textures: yes 08:31:24: * Volume textures: yes 08:31:24: * Max Texture resolution (2D) 32768 08:31:24: * Max Texture resolution (3D) 16384 08:31:24: * Max Texture resolution (Cubemaps) 32768 08:31:24: * Multiple Render Targets: 8 08:31:24: - With different bit depths: yes 08:31:24: * Point Sprites: yes 08:31:24: * Extended point parameters: yes 08:31:24: * Max Point Size: 2047 08:31:24: * Vertex texture fetch: yes 08:31:24: * Number of world matrices: 0 08:31:24: * Number of texture units: 16 08:31:24: * Stencil buffer depth: 8 08:31:24: * Number of vertex blend matrices: 0 08:31:24: - Max vertex textures: 32 08:31:24: - Vertex textures shared: yes 08:31:24: * Render to Vertex Buffer : yes 08:31:24: * Hardware Atomic Counters: yes 08:31:24: * GL 1.5 without VBO workaround: no 08:31:24: * Frame Buffer objects: yes 08:31:24: * Frame Buffer objects (ARB extension): no 08:31:24: * Frame Buffer objects (ATI extension): no 08:31:24: * PBuffer support: no 08:31:24: * GL 1.5 without HW-occlusion workaround: no 08:31:24: * Vertex Array Objects: yes 08:31:24: * Separate shader objects: no 08:31:24: Registering ResourceManager for type Texture 08:31:24: DefaultWorkQueue('Root') initialising on thread main. 08:31:24: Particle Renderer Type 'billboard' registered 08:31:24: Added resource location '/home/nlamprian/ignition_dome_ws/install/share/ignition/ignition-rendering4/ogre2/media' of type 'FileSystem' to resource group 'General' 08:31:24: Added resource location '/home/nlamprian/ignition_dome_ws/install/share/ignition/ignition-rendering4/ogre2/media/materials/programs' of type 'FileSystem' to resource group 'General' 08:31:24: Added resource location '/home/nlamprian/ignition_dome_ws/install/share/ignition/ignition-rendering4/ogre2/media/materials/scripts' of type 'FileSystem' to resource group 'General' 08:31:24: Added resource location '/home/nlamprian/ignition_dome_ws/install/share/ignition/ignition-rendering4/ogre2/media/2.0/scripts/Compositors' of type 'FileSystem' to resource group 'General' 08:31:24: Added resource location '/home/nlamprian/ignition_dome_ws/install/share/ignition/ignition-rendering4/ogre2/media/2.0/scripts/materials/Common' of type 'FileSystem' to resource group 'General' 08:31:24: Added resource location '/home/nlamprian/ignition_dome_ws/install/share/ignition/ignition-rendering4/ogre2/media/2.0/scripts/materials/Common/GLSL' of type 'FileSystem' to resource group 'General' 08:31:24: Parsing scripts for resource group Autodetect 08:31:24: Finished parsing scripts for resource group Autodetect 08:31:24: Creating resources for group Autodetect 08:31:24: All done 08:31:24: Parsing scripts for resource group General 08:31:24: Parsing script Quad.program 08:31:24: Parsing script picker.material 08:31:24: Parsing script depth_camera.material 08:31:24: Parsing script selection_buffer.material 08:31:24: Parsing script thermal.material 08:31:24: Parsing script gaussian_noise.material 08:31:24: Parsing script gpu_rays.material 08:31:24: Parsing script Copyback.material 08:31:24: Parsing script DPSM.material 08:31:24: Parsing script EsmGaussianBlurLogFilter.material 08:31:24: Parsing script DepthUtils.material 08:31:24: Parsing script PbsMaterials.compositor 08:31:24: Parsing script GaussianNoise.compositor 08:31:24: Finished parsing scripts for resource group General 08:31:24: Creating resources for group General 08:31:24: All done 08:31:24: Parsing scripts for resource group Internal 08:31:24: Finished parsing scripts for resource group Internal 08:31:24: Creating resources for group Internal 08:31:24: All done 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: Can't assign material scene::Material(65503) because this Material does not exist. Have you forgotten to define it in a .material script? 08:31:24: WARNING: Deleting mapped buffer without having it unmapped. This is often sign of a resource leak or a bad pattern. Umapping the buffer for you... 08:31:24: WARNING: Deleting mapped buffer without having it unmapped. This is often sign of a resource leak or a bad pattern. Umapping the buffer for you... 08:31:24: WARNING: Deleting mapped buffer without having it unmapped. This is often sign of a resource leak or a bad pattern. Umapping the buffer for you... ```

Description

Steps to reproduce

  1. Start with the examples/visualize_lidar.sdf world
  2. Delete all example models and add
    <include>
    <uri>https://fuel.ignitionrobotics.org/1.0/nlamprian/models/Elevator</uri>
    </include>
  3. Rename the world <world name="elevator_world">
  4. Launch gazebo and visualize a lidar... it works
  5. Rename the world again <world name="elevator">
  6. Launch gazebo and visualize a lidar... kaboom

Output

Stack trace (most recent call last):
#31   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e7a5c0e, in 
#30   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e79c902, in 
#29   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e7985ea, in 
#28   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e6c4eae, in 
#27   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e5d34bc, in rb_protect
#26   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e7b01fd, in rb_yield
#25   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e7ab70a, in rb_vm_exec
#24   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e7a5c0e, in 
#23   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e79c902, in 
#22   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e7985ea, in 
#21   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/lib/ruby/3.0.0/x86_64-linux/fiddle.so", at 0x7f4549b0ac43, in 
#20   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/bin/../lib/libruby.so.3.0", at 0x7f454e76235a, in rb_nogvl
#19   Object "/home/nlamprian/.rvm/rubies/ruby-3.0.0/lib/ruby/3.0.0/x86_64-linux/fiddle.so", at 0x7f4549b09eeb, in 
#18   Object "/lib/x86_64-linux-gnu/libffi.so.7", at 0x7f4549a9f409, in 
#17   Object "/lib/x86_64-linux-gnu/libffi.so.7", at 0x7f4549a9fff4, in 
#16   Object "/home/nlamprian/ignition_dome_ws/install/lib/libignition-gazebo4-ign.so.4.12.0", at 0x7f4549004e0d, in runGui
#15   Object "/home/nlamprian/ignition_dome_ws/install/lib/libignition-gazebo4-gui.so.4", at 0x7f4548db6a6b, in ignition::gazebo::v4::gui::runGui(int&, char**, char const*)
#14   Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547b89245, in QCoreApplication::exec()
#13   Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547b814da, in QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>)
#12   Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547bda564, in QEventDispatcherGlib::processEvents(QFlags<QEventLoop::ProcessEventsFlag>)
#11   Object "/lib/x86_64-linux-gnu/libglib-2.0.so.0", at 0x7f45459bf4a2, in g_main_context_iteration
#10   Object "/lib/x86_64-linux-gnu/libglib-2.0.so.0", at 0x7f45459bf3ff, in 
#9    Object "/lib/x86_64-linux-gnu/libglib-2.0.so.0", at 0x7f45459bf17c, in g_main_context_dispatch
#8    Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547bdaf66, in 
#7    Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547b855b7, in QCoreApplicationPrivate::sendPostedEvents(QObject*, int, QThreadData*)
#6    Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547b82939, in QCoreApplication::notifyInternal2(QObject*, QEvent*)
#5    Object "/lib/x86_64-linux-gnu/libQt5Widgets.so.5", at 0x7f45473460ef, in QApplication::notify(QObject*, QEvent*)
#4    Object "/lib/x86_64-linux-gnu/libQt5Widgets.so.5", at 0x7f454733ca65, in QApplicationPrivate::notify_helper(QObject*, QEvent*)
#3    Object "/lib/x86_64-linux-gnu/libQt5Core.so.5", at 0x7f4547baed59, in QObject::event(QEvent*)
#2    Object "/home/nlamprian/ignition_dome_ws/install/lib/libignition-gazebo4-gui.so.4", at 0x7f4548dbe26a, in ignition::gazebo::v4::GuiRunner::OnStateQt(ignition::msgs::SerializedStepMap const&)
#1    Object "/home/nlamprian/ignition_dome_ws/install/lib/libignition-gazebo4-gui.so.4", at 0x7f4548dbe14a, in ignition::gazebo::v4::GuiRunner::UpdatePlugins()
#0    Object "/home/nlamprian/ignition_dome_ws/install/lib/ign-gazebo-4/plugins/gui/libVisualizeLidar.so", at 0x7f450e8decf4, in ignition::gazebo::v4::VisualizeLidar::Update(ignition::gazebo::v4::UpdateInfo const&, ignition::gazebo::v4::EntityComponentManager&)
Segmentation fault (Address not mapped to object [0x10])
ahcorde commented 2 years ago

@nlamprian, can you try this patch ?

nlamprian commented 2 years ago

Now I get spammed with [GUI] [Err] [VisualizeLidar.cc:314] The entity could not be found.Error displaying lidar visual

I'm guessing there is a mixup somewhere in the component manager. The problem happens when the world and a model have the same name.

peci1 commented 2 years ago

I think this is normal while the GUI is loading. Does the spamming stop when GUI loads?

NB: I don't say the behavior is correct, I just say it has been there for long and has no "practical" implications.

nlamprian commented 2 years ago

The problem happens after the GUI loads when I refresh the topic list (which autoselects the first topic)

You can test it yourselves if you want. A simpler example would be to just rename the world in visualize_lidar.sdf to model_with_lidar.

darksylinc commented 2 years ago

Is this bug still present?

It sounds like a bug that should've been fixed by #1538

peci1 commented 2 years ago

This bug is still there (in Fortress). If the world name is the same as model name, console spams " [GUI] [Err] [VisualizeLidar.cc:314] The entity could not be found.Error displaying lidar visual". The visualization works, though.