2008.07.25, 06:34 PM
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2008.07.26, 04:27 PM
Fired up v 2.5 b8 on my mother's MBP .. Got kernel panics with my RPG test scenes each time I fired them up (Engine only).
EDIT:
Tested the same data set (2.5 b8 + RPG scene tests) on a iMac G5 1.8 Ghz with a ATI Radeon 9600 64 MB graphics card - it runs fine. Since my Intel iMac has ATI graphics too I'd say it is the MBP's NVidia card.
By the way the test scenes ran very well on the G5 iMac: 25-40 FPS throughout (fog enabled).
Mac OS 10.4 on all machines.
Kernel panic report from the MBP:
panic(cpu 1 caller 0x001A49CB): Unresolved kernel trap (CPU 1, Type 14=page fault), registers:
CR0: 0x8001003b, CR2: 0x2fb44b78, CR3: 0x01399000, CR4: 0x000006e0
EAX: 0x2fb44b6c, EBX: 0x00000000, ECX: 0x00000272, EDX: 0x19e7f326
CR2: 0x2fb44b78, EBP: 0x25753ee8, ESI: 0x04d7a200, EDI: 0x23de1000
EFL: 0x00010246, EIP: 0x0093ddca, CS: 0x00000008, DS: 0x004b0010
Backtrace, Format - Frame : Return Address (4 potential args on stack)
0x25753ca8 : 0x128d0d (0x3cc65c 0x25753ccc 0x131f95 0x0)
0x25753ce8 : 0x1a49cb (0x3d2a94 0x1 0xe 0x3d22b8)
0x25753df8 : 0x19b3a4 (0x25753e10 0x0 0xdb0271d7 0x91)
0x25753ee8 : 0x9416c0 (0x23de1000 0x3f09c80 0x25753f58 0x3f09c80)
0x25753f08 : 0x39b96f (0x23de1000 0x446c680 0x1 0x2)
0x25753f58 : 0x39ab41 (0x446c680 0x0 0x0 0x19e23a)
0x25753f88 : 0x39a877 (0x4471ac0 0x24 0x8000 0xf0b)
0x25753fc8 : 0x19b21c (0x4471ac0 0x0 0x19e0b5 0x40cefc0) Backtrace terminated-invalid frame pointer 0x0
Kernel loadable modules in backtrace (with dependencies):
com.apple.GeForce(5.0.8)@0x92a000
dependency: com.apple.iokit.IOPCIFamily(2.2)@0x5b9000
dependency: com.apple.iokit.IOGraphicsFamily(1.4.8)@0x6d7000
dependency: com.apple.iokit.IONDRVSupport(1.4.8)@0x6f2000
dependency: com.apple.NVDAResman(5.0.8)@0x701000
Kernel version:
Darwin Kernel Version 8.11.1: Wed Oct 10 18:23:28 PDT 2007; root:xnu-792.25.20~1/RELEASE_I386
Model: MacBookPro3,1, BootROM MBP31.0070.B02, 2 processors, Intel Core 2 Duo, 2.2 GHz, 2 GB
Graphics: GeForce 8600M GT, GeForce 8600M GT, PCIe, 128 MB
Memory Module: BANK 0/DIMM0, 1 GB, DDR2 SDRAM, 667 MHz
Memory Module: BANK 1/DIMM1, 1 GB, DDR2 SDRAM, 667 MHz
AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x87), 1.2.2
Bluetooth: Version 1.9.5f4, 2 service, 1 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Network Service: Ethernet-Anschluss (en2), Ethernet, en2
Network Service: Ethernet-Anschluss (en3), Ethernet, en3
PCI Card: pci168c,24, sppci_othernetwork, PCI Slot 5
Serial ATA Device: FUJITSU MHW2120BH, 111.79 GB
Parallel ATA Device: MATSHITADVD-R UJ-857E
USB Device: Built-in iSight, Apple Inc., Up to 480 Mb/sec, 500 mA
USB Device: Apple Optical USB Mouse, Primax Electronics, Up to 1.5 Mb/sec, 500 mA
USB Device: IR Receiver, Apple Computer, Inc., Up to 1.5 Mb/sec, 500 mA
USB Device: Apple Internal Keyboard / Trackpad, Apple Computer, Up to 12 Mb/sec, 500 mA
USB Device: Bluetooth USB Host Controller, Apple, Inc., Up to 12 Mb/sec, 500 mA
EDIT:
Tested the same data set (2.5 b8 + RPG scene tests) on a iMac G5 1.8 Ghz with a ATI Radeon 9600 64 MB graphics card - it runs fine. Since my Intel iMac has ATI graphics too I'd say it is the MBP's NVidia card.
By the way the test scenes ran very well on the G5 iMac: 25-40 FPS throughout (fog enabled).
Mac OS 10.4 on all machines.
Kernel panic report from the MBP:
panic(cpu 1 caller 0x001A49CB): Unresolved kernel trap (CPU 1, Type 14=page fault), registers:
CR0: 0x8001003b, CR2: 0x2fb44b78, CR3: 0x01399000, CR4: 0x000006e0
EAX: 0x2fb44b6c, EBX: 0x00000000, ECX: 0x00000272, EDX: 0x19e7f326
CR2: 0x2fb44b78, EBP: 0x25753ee8, ESI: 0x04d7a200, EDI: 0x23de1000
EFL: 0x00010246, EIP: 0x0093ddca, CS: 0x00000008, DS: 0x004b0010
Backtrace, Format - Frame : Return Address (4 potential args on stack)
0x25753ca8 : 0x128d0d (0x3cc65c 0x25753ccc 0x131f95 0x0)
0x25753ce8 : 0x1a49cb (0x3d2a94 0x1 0xe 0x3d22b8)
0x25753df8 : 0x19b3a4 (0x25753e10 0x0 0xdb0271d7 0x91)
0x25753ee8 : 0x9416c0 (0x23de1000 0x3f09c80 0x25753f58 0x3f09c80)
0x25753f08 : 0x39b96f (0x23de1000 0x446c680 0x1 0x2)
0x25753f58 : 0x39ab41 (0x446c680 0x0 0x0 0x19e23a)
0x25753f88 : 0x39a877 (0x4471ac0 0x24 0x8000 0xf0b)
0x25753fc8 : 0x19b21c (0x4471ac0 0x0 0x19e0b5 0x40cefc0) Backtrace terminated-invalid frame pointer 0x0
Kernel loadable modules in backtrace (with dependencies):
com.apple.GeForce(5.0.8)@0x92a000
dependency: com.apple.iokit.IOPCIFamily(2.2)@0x5b9000
dependency: com.apple.iokit.IOGraphicsFamily(1.4.8)@0x6d7000
dependency: com.apple.iokit.IONDRVSupport(1.4.8)@0x6f2000
dependency: com.apple.NVDAResman(5.0.8)@0x701000
Kernel version:
Darwin Kernel Version 8.11.1: Wed Oct 10 18:23:28 PDT 2007; root:xnu-792.25.20~1/RELEASE_I386
Model: MacBookPro3,1, BootROM MBP31.0070.B02, 2 processors, Intel Core 2 Duo, 2.2 GHz, 2 GB
Graphics: GeForce 8600M GT, GeForce 8600M GT, PCIe, 128 MB
Memory Module: BANK 0/DIMM0, 1 GB, DDR2 SDRAM, 667 MHz
Memory Module: BANK 1/DIMM1, 1 GB, DDR2 SDRAM, 667 MHz
AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x87), 1.2.2
Bluetooth: Version 1.9.5f4, 2 service, 1 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Network Service: Ethernet-Anschluss (en2), Ethernet, en2
Network Service: Ethernet-Anschluss (en3), Ethernet, en3
PCI Card: pci168c,24, sppci_othernetwork, PCI Slot 5
Serial ATA Device: FUJITSU MHW2120BH, 111.79 GB
Parallel ATA Device: MATSHITADVD-R UJ-857E
USB Device: Built-in iSight, Apple Inc., Up to 480 Mb/sec, 500 mA
USB Device: Apple Optical USB Mouse, Primax Electronics, Up to 1.5 Mb/sec, 500 mA
USB Device: IR Receiver, Apple Computer, Inc., Up to 1.5 Mb/sec, 500 mA
USB Device: Apple Internal Keyboard / Trackpad, Apple Computer, Up to 12 Mb/sec, 500 mA
USB Device: Bluetooth USB Host Controller, Apple, Inc., Up to 12 Mb/sec, 500 mA
2008.07.27, 01:03 AM
That's the first time dim3's ever caused a Kernel panic -- it must be looking for an entry point to some OpenGL function that doesn't exist on the card, though I'd swear I'd have gotten a report on this before.
I'll have to look over the stuff that I'm doing and try to isolate what it might be. Luckily, there will be a lot of code overhaul so I might get lucky and just catch it.
[>] Brian
I'll have to look over the stuff that I'm doing and try to isolate what it might be. Luckily, there will be a lot of code overhaul so I might get lucky and just catch it.
[>] Brian
2008.07.27, 04:15 PM
Little addendum: the MBP crashed only on my RPG demo scene, running the b8 demo was OK. Maybe it's something happening there - fog, rain, large textures ... The hardware of the MBP I'd say is OK, the book is used every day and games like Prey run fine.
2008.07.27, 09:52 PM
Brian, in b9 is there a limit to how many textures the engine can load for each map? Because the b9 Engine refuses to run any of my maps that have more than 128 different textures. On my smaller, less complicated maps it runs just fine (a couple of issues).
Also- you know the options for a 'dome' sky? Would it be possible to make the dome have better geometry? Because when I try using skydome textures that have halos painted on to them, the halos look....distorted.
Also- you know the options for a 'dome' sky? Would it be possible to make the dome have better geometry? Because when I try using skydome textures that have halos painted on to them, the halos look....distorted.
2008.07.29, 12:05 AM
Kieranator Wrote:Brian, in b9 is there a limit to how many textures the engine can load for each map? Because the b9 Engine refuses to run any of my maps that have more than 128 different textures. On my smaller, less complicated maps it runs just fine (a couple of issues).
Also- you know the options for a 'dome' sky? Would it be possible to make the dome have better geometry? Because when I try using skydome textures that have halos painted on to them, the halos look....distorted.
That's the limit of textures you can put into Editor, I can look at increasing that.
[>] Brian
2008.07.29, 02:22 AM
Yes. And please make the texture list native-osx-feeling. With a spotlight searchbar that can help you narrow the list to certain textures. Pretty please. A scrollbar list so that there can be many many textures.
2008.07.30, 02:51 PM
More Updates:
This change simplifies the code base a LOT. That's a good thing for continued development
Here's my current thinking on this. First test will go like the first segment->mesh test. It won't save anything, but will auto-convert v1 (segments) v2 (mesh in portal) maps to mesh-only maps. I release this so you guys can run your maps through and tell me if they all work properly.
Then I'll move on to the real thing.
[>] Brian
This change simplifies the code base a LOT. That's a good thing for continued development

Here's my current thinking on this. First test will go like the first segment->mesh test. It won't save anything, but will auto-convert v1 (segments) v2 (mesh in portal) maps to mesh-only maps. I release this so you guys can run your maps through and tell me if they all work properly.
Then I'll move on to the real thing.
[>] Brian
2008.08.01, 12:30 AM
ggadwa Wrote:More Updates:
This change simplifies the code base a LOT. That's a good thing for continued development
Here's my current thinking on this. First test will go like the first segment->mesh test. It won't save anything, but will auto-convert v1 (segments) v2 (mesh in portal) maps to mesh-only maps. I release this so you guys can run your maps through and tell me if they all work properly.
Then I'll move on to the real thing.
[>] Brian
Sounds good. I'd very much like a new update to play with.
2008.08.01, 12:46 AM
Brian, it gets really anoying in the editor for the 2.2 version when you want to look straight down, because you cant and so you have to go backwards to see it. a straight look up/down button should be added.