creating normals for meshes doesn't work on mac

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Ben Christel

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Aug 16, 2011, 12:32:27 PM8/16/11
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Whenever I try to log into the shared world on my mac, I get a bunch
of these:

[COMPUTE-NORMALS-FILTER] WARNING: Tried to apply ComputeNormalsFilter
to non-triangles primitive.

The framerate then becomes unworkably low. The client appears to be
hogging so much CPU that the whole OS becomes sluggish.

Some models that used to display correctly don't anymore (such as the
grass in the default scene, which on previous versions always
displayed correctly but is now black).

Ewen Cheslack-Postava

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Aug 16, 2011, 1:08:31 PM8/16/11
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There were a couple of issues with this last release and we think
we've fixed the important ones, but the build is going to take a bit
longer because Windows uses binary Berkelium/Chromium builds and I
need to generate those as well.

For mac, you can try this updated version:
http://sirikata.com/releases/mac/sirikata-0.0.15.1rc1-mac.tar.gz .

On Tue, Aug 16, 2011 at 9:32 AM, Ben Christel <ben.ch...@gmail.com> wrote:
> Whenever I try to log into the shared world on my mac, I get a bunch
> of these:
>
> [COMPUTE-NORMALS-FILTER] WARNING: Tried to apply ComputeNormalsFilter
> to non-triangles primitive.

The version linked above has the fix for the ComputeNormalsFilter
issue, but it shouldn't have caused problems -- it would end up
ignoring those items and leaving them in the same state they would
have been without this filter.

> The framerate then becomes unworkably low.  The client appears to be
> hogging so much CPU that the whole OS becomes sluggish.

Hogging the CPU *could* be due to now having to compute normals. This
should happen on the CDN, and in fact should be happening with new
models, but quite a few older models haven't been reprocessed.

Alternatively, it could also be some other confounding factor, like
there just being more stuff in the shared world. I'll try using the
shared world from my mac and see if I can track down the issue more
specifically.

> Some models that used to display correctly don't anymore (such as the
> grass in the default scene, which on previous versions always
> displayed correctly but is now black).

If there are regressions, please let me know which models broke. We
needed to make changes to the mesh loading code because some models
didn't provide enough information up front, leading to undefined
behavior. That's why the ComputeNormalsFilter was added (Windows+DX9
would render models without normals as black, which is actually more
correct than the behavior GL was showing where they'd come up
appearing fully lit).

-Ewen

Jeff Terrace

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Aug 16, 2011, 1:10:27 PM8/16/11
to emerso...@googlegroups.com
I just regenerated the optimized version for models old models that
didn't have normals, so this should probably be fixed now as long as
you use the optimized version of models.

Jeff

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