Yet another roaming Ralph

Hi there and thx for making this attempted nice upgrade to RR.

I am unable to walk on terrain though, jaggies are pretty noticeable, and a, s a d aren’t working at all.

thx
nl

ah man now I can’t download this demo! First I can’t download the nature demo, then pro-rsoft’s shadows, now this. I really wish I hadn’t accidentally deleted my samples folder…

If anyone who has this demo could post it here to download or PM me to send it to me that’d be great!

I uploaded a copy on my a website

Okay when I ru this game I have serious flickering and two images overlaid the screen.

Plus your scren says to press “s” to run but you have it coded for ‘w’ any ideas why the screen is messed up?

ubuntu 9.04, 2.0ghx, 2gb mem, nvidia 8400gs vd with 512mb

JB

Same problems. Double images, one of which flickers.

XP SP2, 1.8MHz dual core, 2gig RAM, 8800GT

I can see what you’re going for, and it looks like it should look great… It just doesn’t seem to for me.

After executing the Python file, Python starts and crashes. Terminal output is (Mac OS X.5.x, 2009 iMac):

ip:~ admin$ python /Applications/Panda3D/1.6.0/samples/Yarr/Yarr.py 
DirectStart: Starting the game.
Known pipe types:
  osxGraphicsPipe
(all display modules loaded.)
running from:/Applications/Panda3D/1.6.0/samples/Yarr
instancing world...
4 texture stages available
:grutil(error): Failed to load heightfield image models/land01-map.png!
:grutil(error): No valid heightfield image has been set!
setting up water plane at z=12.0
Assertion failed: _num_channels >= 1 && _num_channels <= 4 at line 77 of built/include/pnmImageHeader.I
Bus error

The assets are there of course.

Crash report:

Process:         Python [75164]
Path:            /System/Library/Frameworks/Python.framework/Versions/2.5/Resources/Python.app/Contents/MacOS/Python
Identifier:      org.python.pythonapp
Version:         2.5.0 (2.5.0a0)
Build Info:      python-300103~1
Code Type:       X86 (Native)
Parent Process:  bash [75132]

Date/Time:       2009-06-14 19:13:52.779 +0200
OS Version:      Mac OS X 10.5.6 (9G2030)
Report Version:  6

Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread:  0

Thread 0 Crashed:
0   libpanda.dylib                	0x02c05281 GeoMipTerrain::get_pixel_value(int, int) + 161
1   libpanda.dylib                	0x02be9b54 GeoMipTerrain::get_elevation(double, double) + 308
2   libpanda.dylib                	0x02c32313 Dtool_GeoMipTerrain_get_elevation_57(_object*, _object*, _object*) + 163
3   org.python.python             	0x0018f51e PyEval_EvalFrameEx + 17116
4   org.python.python             	0x00191173 PyEval_EvalCodeEx + 1638
5   org.python.python             	0x0013b488 PyFunction_SetClosure + 2667
6   org.python.python             	0x00121505 PyObject_Call + 50
7   org.python.python             	0x00129e3a PyMethod_New + 2457
8   org.python.python             	0x00121505 PyObject_Call + 50
9   org.python.python             	0x0018a82d PyEval_CallObjectWithKeywords + 211
10  org.python.python             	0x0012606f PyInstance_New + 305
11  org.python.python             	0x00121505 PyObject_Call + 50
12  org.python.python             	0x0018f832 PyEval_EvalFrameEx + 17904
13  org.python.python             	0x00191173 PyEval_EvalCodeEx + 1638
14  org.python.python             	0x00191260 PyEval_EvalCode + 87
15  org.python.python             	0x001a883c PyErr_Display + 1896
16  org.python.python             	0x001a8e66 PyRun_FileExFlags + 135
17  org.python.python             	0x001aa7d2 PyRun_SimpleFileExFlags + 421
18  org.python.python             	0x001b5a57 Py_Main + 3095
19  org.python.pythonapp          	0x00001fca 0x1000 + 4042

Thread 1:
0   libSystem.B.dylib             	0x928c83ae __semwait_signal + 10
1   libSystem.B.dylib             	0x928f2d0d pthread_cond_wait$UNIX2003 + 73
2   libGLProgrammability.dylib    	0x95338b32 glvmDoWork + 162
3   libSystem.B.dylib             	0x928f2095 _pthread_start + 321
4   libSystem.B.dylib             	0x928f1f52 thread_start + 34

Thread 2:
0   libSystem.B.dylib             	0x928c11c6 mach_msg_trap + 10
1   libSystem.B.dylib             	0x928c89bc mach_msg + 72
2   com.apple.CoreFoundation      	0x912910ae CFRunLoopRunSpecific + 1790
3   com.apple.CoreFoundation      	0x91291cd8 CFRunLoopRunInMode + 88
4   com.apple.audio.CoreAudio     	0x90a2d5dc HALRunLoop::OwnThread(void*) + 160
5   com.apple.audio.CoreAudio     	0x90a2d464 CAPThread::Entry(CAPThread*) + 96
6   libSystem.B.dylib             	0x928f2095 _pthread_start + 321
7   libSystem.B.dylib             	0x928f1f52 thread_start + 34

Thread 3:
0   libSystem.B.dylib             	0x928c1226 semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib             	0x928f31ef _pthread_cond_wait + 1244
2   libSystem.B.dylib             	0x928f4a73 pthread_cond_timedwait_relative_np + 47
3   com.apple.audio.CoreAudio     	0x90a3cbc3 CAGuard::WaitFor(unsigned long long) + 213
4   com.apple.audio.CoreAudio     	0x90a3e77e CAGuard::WaitUntil(unsigned long long) + 70
5   com.apple.audio.CoreAudio     	0x90a3cf23 HP_IOThread::WorkLoop() + 759
6   com.apple.audio.CoreAudio     	0x90a3cc27 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7   com.apple.audio.CoreAudio     	0x90a2d464 CAPThread::Entry(CAPThread*) + 96
8   libSystem.B.dylib             	0x928f2095 _pthread_start + 321
9   libSystem.B.dylib             	0x928f1f52 thread_start + 34

Thread 4:
0   libSystem.B.dylib             	0x928c12e6 mach_wait_until + 10
1   libSystem.B.dylib             	0x929383ad nanosleep + 314
2   libSystem.B.dylib             	0x9293826d usleep + 61
3   libfmodex.dylib               	0x1a5d6df5 0x1a5d4000 + 11765
4   libfmodex.dylib               	0x1a659892 FMOD::SystemI::createChannelGroupInternal(char const*, FMOD::ChannelGroupI**, bool, bool) + 26754
5   libSystem.B.dylib             	0x928f2095 _pthread_start + 321
6   libSystem.B.dylib             	0x928f1f52 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000  ebx: 0x02c051fe  ecx: 0x00000000  edx: 0x00000000
  edi: 0x065e8a94  esi: 0x065e8aac  ebp: 0xbfffea48  esp: 0xbfffe9a0
   ss: 0x0000001f  efl: 0x00010246  eip: 0x02c05281   cs: 0x00000017
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037
  cr2: 0x00000000

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OK pro-rsoft told me to cd into the directory first. If I do that YARR starts up, but the screen is flickering and multiple angles on the scene seem to overlap.

I can’t take a screen of that, screens don’t show the flickering.

The flickering is alternating between the front color buffer and the color buffer for water reflection.

According to the docs ParasiteBuffers are basically writing in the back-buffer of the viewport. This seems to be causing the problem. A reflection ‘camera’ is created with makeCamera with makeTextureBuffer as an argument.

Why would makeTextureBuffer always choose a ParasiteBuffer?

Adding

force-parasite-buffer #f
prefer-parasite-buffer #f

didn’t seem to help

Offscreen surfaces(/textures) should work, right? I use a 9500GT. Same problem on my HD4850, so it shouldn’t be driver related. Any help would be greatly appreciated :slight_smile:

Hmm, what OS are you running on? There have been issues with true offscreen buffers on some flavors of Linux.

Still, a ParasiteBuffer shouldn’t inherently cause flickering. The idea is that the ParasiteBuffer does its rendering before the rest of the scene; you never see the stuff that the ParasiteBuffer writes into the back buffer, because the main buffer draws over it.

If you set up the main buffer incorrectly, though, it might not clear the back buffer properly, thus revealing the ParasiteBuffer contents.

David

I’m running Windows 7 with the latest WHQL drivers on both platforms (NVIDIA, ATI). The Panda3D version is 1.6.2.

Maybe you can download Yarr.zip and run it? It seemed to be built on Panda3D 1.5.2, but I couldn’t find any related changes in the release notes.

I not familiar enough with Panda3D’s architecture yet, but it seems like the offscreen surfaces are presented through the frontbuffer chain. Or maybe Panda3D renders the different cameras sequentially.

Basically this is what happens:

setup

buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 )
buffer.setClearColor( Vec4( 0, 0, 0, 1 ) )
world.watercamNP = base.makeCamera( buffer )
world.watercamNP.reparentTo(render)

update

mc = base.camera.getMat( )
mf = self.waterPlane.getReflectionMat( )
self.watercamNP.setMat(mc * mf)

The texture of the watercamNP via getTexture is used for the water shader.

I really hope we can get this fixed, Yarr is a nice example project. Thank you in advance :slight_smile:

Hello,

I am having the exact same problem that SheepWillPrevail mentions.

I am running a pretty strange system though, Windows XP x64 with two ATI HD 3600 with Crossfire support enabled.
Using Panda 1.6.2

Actually, now that I recall, I used to have those same problems with some demos in the “demoMaster” application from chleung. I only have those problems when loading certain samples, usually when loading the standard world background with grass and skydome that some demos come with it… it started flickering like mad if I remember correctly.

One interesting thing about it its that when I run demomaster, ad turn the GUI on, that flickering instantly disappears.

Maybe I am wrong, but could be these two issues related? Or maybe I am just making stuff up :stuck_out_tongue:

Hope this can get fixed… it is kinda strange indeed :stuck_out_tongue:

Italo F. Capasso B.
AKA “Edwood Grant”

May be SheepWillPrevail can run demomaster with the “GUI on” as suggested by Edwood, to see if the problem is gone ? Yarr is also included in demomaster.

It looks like the flickering is actually caused by the camera rapidly alternating view directions; it has nothing to do with the shader or the offscreen buffer.

Something in either the move task or the controlCamera task is going berserk. When I print out the camera.getNetTransform() each frame, it looks like this:

T:q(pos 100.522 109.72 25.18 hpr 176.927 -27.0233 0)
T:(pos 100.522 109.72 25.18 hpr 61.8 -83.2 0)
T:q(pos 100.522 109.72 25.18 hpr 176.927 -27.0233 0)
T:(pos 100.507 109.73 25.182 hpr 62 -83.4 0)
T:q(pos 100.507 109.73 25.182 hpr 177.015 -27.0109 0)

I have no idea why the presence of the gui should affect this. Maybe that just changes the frame rate, which changes the amount of “elapsed” time computed each frame, which in turn changes the scale of the camera motion; or something like that.

I don’t have more time to research it further right now, so I leave it in your capable hands to figure out exactly what the code is doing wrong in there. :slight_smile:

David

Demomaster is working without incident. Thank you for the hint about the camera transform, I’m sure I’ll figure it out. When I do I’ll post the updated Yarr.

Thanks again!

Hello all,

I’m trying to restart learning Panda3D after a long time working on other stuff. Panda’s looking better than ever. This code example is very interesting to me so I thought I would try to find the bug. This is primarily just to help other newbies figure out what is going on.

The code is trying to look at ralph and the floater in the move function but also setting the camera heading and pitch in controlCamera. We can make it not flash between two views (meanwhile doing the least damage?) by commenting out 4 lines. To make the camera behave more like the original roaming ralph, comment lines:

423, look at ralph
548, set camera hpr
556, set camera position
579, change camera focus

To make the camera behave more like the author intended, with mouse control to look around (but not move in and out), comment lines:

423, look at ralph
531, look at floater
556, set camera position
579, change camera focus

( I’m not clear yet why it’s necessary to comment the last two lines in both cases. Just one of many things I don’t understand. )

Now the camera doesn’t start out looking at ralph. We could put that line in the init section instead of the move function. Due to the steep terrain, the camera has a clipping problem. One fix is to check the z height for the camera similar to what was done for ralph. We can replace the camera collision code in lines 512 to 523 with this:

x = base.camera.getX()
y = base.camera.getY()
z = self.terrain.getElevation(x,y)*self.terrain.getRoot().getSz()
if base.camera.getZ() < (z + 2.0): base.camera.setZ(z + 2.0)

That’s it so far. Lots more to learn. The current camera is now somewhat broken. I’m going to make a 1st/3rd person chase camera for this as an exercise. (Reinventing the wheel, lol)

I suspect the code in this sample was lifted from the original Roaming Ralph sample. As I recall, in that original program, the camera code was written by a student who presumably understood matrix arithmetic much better than he/she understood Panda’s higher-level interfaces for transforms. The resulting code was incredibly hard for anyone else to read and comprehend, which made it a particularly bad choice for a sample program that was alleging to illustrate how to use Panda.

That code was replaced in more recent releases with a much clearer camera-movement system that takes better advantage of Panda’s high-level interfaces, and doesn’t muck around so much in the matrix math.

It might be worthwhile comparing this sample to the current Roaming Ralph sample in the distribution, and/or lifting the new camera code from the new Roaming Ralph.

David

For those who are interested, here is a new version of Yarr.py with the camera view thrashing fixed. I also got rid of the obscure matrix calls thanks to David’s suggestion. I ended up merging the controlCamera functions into move since both were trying to control the camera. I also changed to a 1st/3rd person chase camera with mouse look, mouse wheel zooming, y-axis mouse invert, and typical wasd movement. Zoom in far enough and it becomes a 1st person view. I haven’t touched (or looked at yet) the terrain, water, or shader code, although there seems to be something in the water reflections that is very sensitive to mouse movement. The camera code suffers a bit from feature creep and is not elegant, particularly when trying to keep the camera from clipping into the terrain. The view distance is reduced when necessary to try to maintain the desired camera pitch, so it will zoom in and out depending on the terrain.

This file should go into the same folder as the old Yarr.py file. I called it Yarr_new.py although this is my first experience with Mediafire’s free file hosting and don’t quite know what to expect. lol.

mediafire.com/?sharekey=81e8 … f6e8ebb871

hi, I tryied the new Yarr.py but I do not have all the images and shaders. Where do I find them?

Thx, blenderkid

Oh sorry I asked to quick I found it :blush:

Wow, that is realy great !!!