FIXME: Meshbuffer ran out of indices

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tkerwel
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FIXME: Meshbuffer ran out of indices

by tkerwel » Mon Jul 30, 2012 12:08

as i work in the moment with the slope's for the pine tree and have to define some slopes for the shape of the tree i run into a problem.

sooner or later; when i place some trees i got this message/warning and no leaves wil be placed anymore

"FIXME: Meshbuffer ran out of indices"

"YES" i like to fix that, but i dont have the sligthest idea HOW to fix ????

is there a certain maximum for the node_box and the Meshbuffer? in the moment i dont like to change the basic minetest code to get this runing, cause i think that will interfear with the goal to make this program runing even on small machines.

so is here an solution possible? or di i have to stop this mod, cause there is a limit in the Meshbuffer itself.
++++ Kung walang tiyaga, walang nilaga. ++++
 

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Topywo
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by Topywo » Mon Jul 30, 2012 12:13

Did you try using/changing these settings in minetest.conf? (I really don't know if it makes a difference, I only noticed those lines)

minetest.conf.example

# FarMesh thingy
#enable_farmesh = false
#farmesh_trees = true
#farmesh_distance = 40

edit: copied too much# Enable/disable clouds :-p
Last edited by Topywo on Mon Jul 30, 2012 12:15, edited 1 time in total.
 

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tkerwel
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by tkerwel » Mon Jul 30, 2012 12:22

did not edit something in the config file... cause i did not see here any conection between meshbuffer and this setings.

i will try lets see if that helps. but sooner or later i guess i will be at the same point when to much node_boxes are put to the world.

UPDATE:

Even i change this settings i still got the meshbuffer error after a few trees.....

from time to time i got a second message again

"too many vertices for 16bit index type, render artifacts may occur"....

well with artifacts a adventure aventar could live *lol*---
Last edited by tkerwel on Mon Jul 30, 2012 12:35, edited 1 time in total.
++++ Kung walang tiyaga, walang nilaga. ++++
 

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mauvebic
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by mauvebic » Mon Jul 30, 2012 12:42

post your nodebox model pls (you might be using too many)
Last edited by mauvebic on Mon Jul 30, 2012 12:42, edited 1 time in total.
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tkerwel
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by tkerwel » Mon Jul 30, 2012 12:53

mauvebic wrote:post your nodebox model pls (you might be using too many)


thats what i guess...you know where the limit is?

for me it looks more like that if the detail of a node_box is to heigh, this problem sooner or later occurs..

if i have detail level form 0.1 from -0.5 to 0,5 in x, y, z direction its running. for my slopes i got down to 0.02 and here i got the problem after 4 or 5 trees with 16 to 24 slope leaves defined by a 4 different node_box

i already saw this weekend, that somebody mention that using to many node_boxes slow down the game and will run into problems...
++++ Kung walang tiyaga, walang nilaga. ++++
 

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mauvebic
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by mauvebic » Mon Jul 30, 2012 13:01

Well the first thing they came out with nodeboxes was stairs, not round apples :-P But let me put it another way, : just generating spheres with ordinary nodes is enough of a pain in the ass with the server, generating spheres or slopes with nodeboxes isn't going to be easier on the server, quite the contrary. :-/ I think you have to settle for *some* blockyness if you want gameplay to remain smooth :-)

edit: if you play with the textures a bit, blockyness wont be so apparent from a reasonable distance :-)
Last edited by mauvebic on Mon Jul 30, 2012 13:06, edited 1 time in total.
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