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Grass system in Skyline 1.1.2.0

Grass system in Skyline 1.1.2.0

Postby SpiderMack » 24 Jan 2019, 13:12

Hi,

Each time i try to add a grass material Skyline crashes.

Image

Some terrain code has changed about grass system ?

It would be nice to have grass working in some of the next updates :)
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Re: Grass system in Skyline 1.1.2.0

Postby SolarPortal » 24 Jan 2019, 13:45

please could you send the logs as i thought it was working.
if it isnt, then it should be fixed for the next update. :)
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Re: Grass system in Skyline 1.1.2.0

Postby SpiderMack » 25 Jan 2019, 15:55

It could not work because a path to drive "E" is hardcoded in OgreGpuProgramParams.cpp :)

13:10:34: OGRE EXCEPTION(5:ItemIdentityException): Parameter called grassBlendLayer does not exist. in GpuProgramParameters::_findNamedConstantDefinition at E:\00_Skyline Integrations\Ogre3D SDK\Source\v2-1\OgreMain\src\OgreGpuProgramParams.cpp (line 2218)

13:38:11: GLSL compile log: 537231872VertexShader_vs
0(81) : error C0000: syntax error, unexpected identifier, expecting '{' at token "uv1"
0(112) : error C0000: syntax error, unexpected ';', expecting "::" at token ";"
0(485) : error C1009: "uv1" is not member of struct "block"

13:38:11: OGRE EXCEPTION(3:RenderingAPIException): Vertex Program 537231872VertexShader_vs failed to compile. See compile log above for details. in GLSLShader::compile at E:\00_Skyline Integrations\Ogre3D SDK\Source\v2-1\RenderSystems\GL3Plus\src\GLSL\OgreGLSLShader.cpp (line 308)







Why there is this warning it could not generate mimaps ? Should it generate mipmaps ? why this is in the logs ?
13:10:34: WARNING: Could not generate mipmaps for Grass_035.dds. This can negatively impact performance as the HlmsTextureManager will create more texture arrays than necessary, and the lower mips won't be available. Lack of mipmaps also contribute to aliasing. If this is a compressed DDS/PVR file, bake the mipmaps offline.



Same for this warning , why mesh instance is defined manually loaded by default ?
13:10:34: WARNING: Mesh2 instance 'GrassTile_[Hash 0xc2be6907]' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
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Re: Grass system in Skyline 1.1.2.0

Postby SolarPortal » 25 Jan 2019, 19:49

looks like a shader error.

Why there is this warning it could not generate mimaps ? Should it generate mipmaps ? why this is in the logs ?

It is not possible to generate mipmaps for dds files on the fly, therefore they need them to be pre setup in a image software such as photoshop and embedded into the dds itself.
If the dds is lacking mip maps then this warning is thrown to notify the user that no mipmaps are available.

Same for this warning , why mesh instance is defined manually loaded by default ?

This is simply a warning that you can ignore and should be removed as it serves no purpose.
basically, if a resource is manually loaded, then it cannot be refreshed from disk via a reload command. In this instance, the grass mesh tiles are generated on the fly therefore no disk access required to reload them.
Skyline Game Engine - Lead Dev.
Please provide as much info as possible when asking for help.


Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860

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