Emissives and referenced memory error

Report bugs, bug fixes and workarounds here.
Topic author
Rassilon
Posts: 1887
Joined: 29.01.2002
With us: 22 years 9 months
Location: Altair

Emissives and referenced memory error

Post #1by Rassilon » 05.03.2004, 02:53

Seems in pre 5 theres a problem with approaching all emissives...The program crashes with a memory reference error...The memory could not be read...probably corrupted is why...

Also the star types are missing from the star browser...

I reinstalled pre 3 and no more errors...
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!

don
Posts: 1709
Joined: 12.07.2003
With us: 21 years 4 months
Location: Colorado, USA (7000 ft)

Re: Emissives and referenced memory error

Post #2by don » 05.03.2004, 20:08

Rassilon wrote:Seems in pre 5 theres a problem with approaching all emissives...The program crashes with a memory reference error...The memory could not be read...
Howdy Rassilon,

Are there any emissives in the base Celestia package? If not, could you name a few add-ons so I can see if I have one to try this with?


Rassilon wrote:Also the star types are missing from the star browser...


This is fixed in the current CVS, so it should be in the next pre-release.

-Don G.

Topic author
Rassilon
Posts: 1887
Joined: 29.01.2002
With us: 22 years 9 months
Location: Altair

Post #3by Rassilon » 06.03.2004, 14:19

It would help if I had my addons available...but you could try the M4 pulsar addon with the white dwarf...or my recent addon from christmas and go to kolob...

or just place Emissive true on one of the planets in Celestia and go to it...

I dont think this is a driver issue as I have the latest invidia drivers...

Heres my extentions if that helps anyone:

Vendor: NVIDIA Corporation

Renderer: GeForce4 Ti 4400/AGP/SSE2

Version: 1.4.1

Max simultaneous textures: 4

Max texture size: 4096



Supported Extensions:

GL_ARB_depth_texture

GL_ARB_imaging

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_shadow

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_transpose_matrix

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_window_pos

GL_S3_s3tc

GL_EXT_texture_env_add

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_multi_draw_arrays

GL_EXT_packed_pixels

GL_EXT_paletted_texture

GL_EXT_point_parameters

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_shadow_funcs

GL_EXT_shared_texture_palette

GL_EXT_stencil_wrap

GL_EXT_texture3D

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_lod

GL_EXT_texture_lod_bias

GL_EXT_texture_object

GL_EXT_vertex_array

GL_HP_occlusion_test

GL_IBM_rasterpos_clip

GL_IBM_texture_mirrored_repeat

GL_KTX_buffer_region

GL_NV_blend_square

GL_NV_copy_depth_to_color

GL_NV_depth_clamp

GL_NV_fence

GL_NV_fog_distance

GL_NV_light_max_exponent

GL_NV_multisample_filter_hint

GL_NV_occlusion_query

GL_NV_packed_depth_stencil

GL_NV_pixel_data_range

GL_NV_point_sprite

GL_NV_register_combiners

GL_NV_register_combiners2

GL_NV_texgen_reflection

GL_NV_texture_compression_vtc

GL_NV_texture_env_combine4

GL_NV_texture_rectangle

GL_NV_texture_shader

GL_NV_texture_shader2

GL_NV_texture_shader3

GL_NV_vertex_array_range

GL_NV_vertex_array_range2

GL_NV_vertex_program

GL_NV_vertex_program1_1

GL_NVX_ycrcb

GL_SGIS_generate_mipmap

GL_SGIS_multitexture

GL_SGIS_texture_lod

GL_SGIX_depth_texture

GL_SGIX_shadow

GL_SUN_slice_accum

GL_WIN_swap_hint

WGL_EXT_swap_control


And if I could be pmed or something when this is fixed...Ill just grab the latest CVS dump off Christophe site and compile it :)
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!

don
Posts: 1709
Joined: 12.07.2003
With us: 21 years 4 months
Location: Colorado, USA (7000 ft)

Post #4by don » 06.03.2004, 18:56

Thanks for the tip Rassilon. I just made Jupiter Emissive and flew to it and around it. Also tried all rendering paths. No problems. I used a CVS build from March 2nd.

My graphics card is an ATI 9700, so I'm also using the following line in celestia.cfg, because my card doesn't handle this very good:
IgnoreGLExtensions [ "GL_ARB_vertex_buffer_object" ]

Hopefully, someone else will have some ideas.

-Don G.

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #5by selden » 06.03.2004, 21:31

fwiw, it doesn't happen to me either.

I made the Earth "Emissive true", went from Mars to the ISS and cranked time upto 100x. All is happy. At the moment, I have only the standard solar system objects defined, although there are more than a few "Nebula" objects in the background.

I also made Saturn, its rings, and Pandora Emissive and went to them in separate tests. No crash. The rings don't glow, though :(


System:
256MB 500MHz P3, WinXP Pro SP1
128MB GF4 Ti4200, Nvidia drivers v53.03
Celestia v1.3.2pre5 (and 4)
Selden

Topic author
Rassilon
Posts: 1887
Joined: 29.01.2002
With us: 22 years 9 months
Location: Altair

Post #6by Rassilon » 06.03.2004, 23:00

Well again I tried pre 5 with a fresh install and it seems that there is no issue with emissives in the solar system but any emissives I have created now seem to be a bit unstable in newer versions...Today the bug pops up when I approch the surface...look to the horizion...and look up at a 45 degree angle and leave the surface of the emissive...2 times in a row mind you...The first time doesnt crash...This is far too intermittent to be a hardware problem...

Pre 3 does not crash when I do it 5 times...or ten...so if anyone else is having this problem with my addons please say so so we can get this fixed...otherwise I am doomed to using no more future versions of Celestia...
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!

don
Posts: 1709
Joined: 12.07.2003
With us: 21 years 4 months
Location: Colorado, USA (7000 ft)

Post #7by don » 07.03.2004, 05:43

Rassilon,

Did you try the Ignore statement I showed above? GL_ARB_vertex_buffer_objects are new in p4-5. It's worth a shot to try it, no?

-Don G.

Added later ... Just saw your post on the other thread. Sorry this didn't work. :(

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #8by selden » 07.03.2004, 18:12

Rassilon,

Evidently there are still some bugs in the new 3D model code introduced in pre3. The code itself is used for all types of 3D models, not just for the CMOD meshes. Some bugs are going to be harder to track down than others. :(

If you can provide the program counter values where one or more of the crashes happens, that might help Chris to locate the problematic code. Of course, it'll be easier to track down if you can get it to fail reliably and can provide a simple way to reproduce the crash. It sounds like that'll be hard to do, though.
Selden

Guest

Post #9by Guest » 13.03.2004, 13:06

This is the output of the debugger in Visual C++

Unhandled Exception in 09D0B8EE

09D0B8EE mov edi,dword ptr [esi]

Thats the asm code above...

Its quite simple to reproduce the error...Use ther kaukobeam addon...go to kolob or any of the other emissives use ctrl and left mouse button and go to surface straight in...drag left mouse button till you see only the sky and ctrl left mouse button out from the emissive...This may be quite wierd but it doesnt happen in pre 2 which leads me to believe its the new way Celestia handles meshes...


Return to “Bugs”