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...
Emissives and referenced memory error
Emissives and referenced memory error
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!
Re: Emissives and referenced memory error
Howdy Rassilon,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...
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.
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
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!
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.
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.
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)
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
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...
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!
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.
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
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...
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...