rendershift渲染器 Error渲染错误什么鬼

deadline7渲染错误,请帮助,日志如下。
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Dialog popup detected: Title &MAXScript Debugger&, Message &Config...&
& &at Deadline.Plugins.ScriptPlugin.RenderTasks(String taskId, Int32 startFrame, Int32 endFrame, String& outMessage, AbortLevel& abortLevel)
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RenderPluginException
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Stack Trace
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& &at Deadline.Plugins.Plugin.RenderTask(String taskId, Int32 startFrame, Int32 endFrame)
& &at Deadline.Slaves.SlaveRenderThread.method_2(TaskLogWriter taskLogWriter_0)
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16:01:39:&&BEGIN - RENDER12\Administrator
16:01:39:&&0: Start Job timeout is disabled.
16:01:39:&&0: Task timeout is disabled.
16:01:39:&&0: Loaded job: db85bfda520b9cc4195c)
16:01:39:&&0: INFO: Executing plugin script C:\Users\Administrator\AppData\Local\Thinkbox\Deadline7\slave\render12\plugins\5610db85bfda520b9cc4195c\3dsCmd.py
16:01:39:&&0: INFO: Sys Env Var PATH: C:\Program Files\Thinkbox\Deadline7\bin\;C:\Windows\system32;C:\WC:\Windows\System32\WC:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-SC:\Python27\;C:\Program Files\Common Files\Autodesk Shared\;C:\Program Files (x86)\Autodesk\Backburner\
16:01:39:&&0: INFO: Sys Env Var PATH length: 304
16:01:39:&&0: INFO: Backburner Path(s) Found in PATH: 'C:\Program Files (x86)\Autodesk\Backburner\'
16:01:39:&&0: INFO: Backburner server.exe version: .1635
16:01:39:&&0: INFO: About: 3dsCmd Plugin for Deadline
16:01:39:&&0: INFO: The job's environment will be merged with the current environment before rendering
16:01:39:&&0: Plugin rendering frame(s): 1
16:01:40:&&0: INFO: Stdout Handling Enabled: True
16:01:40:&&0: INFO: Popup Handling Enabled: True
16:01:40:&&0: INFO: QT Popup Handling Enabled: False
16:01:40:&&0: INFO: WindowsForms10.Window.8.app.* Popup Handling Enabled: False
16:01:40:&&0: INFO: Using Process Tree: True
16:01:40:&&0: INFO: Hiding DOS Window: True
16:01:40:&&0: INFO: Creating New Console: False
16:01:40:&&0: INFO: Running as user: Administrator
16:01:40:&&0: INFO: Not enforcing a build of 3dsmax because version 2014 and later is 64 bit only
16:01:40:&&0: INFO: Slave 3dsmaxcmd.exe version: 16.0.420.0
16:01:40:&&0: INFO: Slave 3dsmaxcmd.exe description: 3ds Max 2014 base install
16:01:40:&&0: INFO: Slave 3dsmax.exe version: 16.0.420.0
16:01:40:&&0: INFO: Slave 3dsmax.exe description: 3ds Max 2014 base install
16:01:40:&&0: INFO: Executable: &C:/Program Files/Autodesk/3ds Max 2014/3dsmaxcmd.exe&
16:01:40:&&0: INFO: Rendering to network drive
16:01:40:&&0: INFO: Argument: &Z:/abix-fall-splineIK.max& -v:4 -start:1 -end:1 -atmospherics:False -renderHidden:True -effects:False -useAreaLights:False -displacements:False -force2Sided:False -videoColorCheck:False -renderFields:False -skipRenderedFrames:False -outputName:&Y:/1.png& -gammaCorrection:false -rfw:1 -videopostJob:False
16:01:40:&&0: INFO: Startup Directory: &C:\Program Files\Autodesk\3ds Max 2014&
16:01:40:&&0: INFO: Process Priority: BelowNormal
16:01:40:&&0: INFO: Process Affinity: default
16:01:40:&&0: INFO: Process is now running
16:01:40:&&0: STDOUT:
16:01:40;&&1 frames initialized
16:01:40:&&0: STDOUT:
16:01:40;&&
16:01:40:&&0: STDOUT: Max install location: C:\Program Files\Autodesk\3ds Max 2014\
16:01:40:&&0: STDOUT:
16:01:40;&&Max file being rendered: Z:/abix-fall-splineIK.max
16:01:40:&&0: STDOUT:
16:01:40;&&Renderer: Default Scanline Renderer
16:01:45:&&0: WARNING: Detected popup dialog &MAXScript Debugger&.
16:01:45:&&0: WARNING: ---- dump of dialog ----
16:01:45:&&0: WARNING: ScrollBar:
16:01:45:&&0: WARNING: Button: Command
16:01:45:&&0: WARNING: Edit:
16:01:45:&&0: WARNING: Button: Output
16:01:45:&&0: WARNING: Edit:
16:01:45:&&0: WARNING: Button: Break
16:01:45:&&0: WARNING: Button: Evaluate
16:01:45:&&0: WARNING: CustButton: Watch...
16:01:45:&&0: WARNING: Button: Run
16:01:45:&&0: WARNING: Button: Clear
16:01:45:&&0: WARNING: Button: Config...
16:01:45:&&0: WARNING: Button: Stop
16:01:45:&&0: WARNING: ---- end dump of dialog ----
请高手帮忙解决。
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回一个,看看怎么样
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顶上去& &都遇到这个问题了!~
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为什么这么卡
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你试试卸载framework然后安装framework 4.0
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已经自行解决。应该是哪个mongo数据库数据不正确造成的。
width:100%">
已经自行解决。应该是哪个mongo数据库数据不正确造成的。
楼主,求分享,我也是这个错误
width:100%">
已经自行解决。应该是哪个mongo数据库数据不正确造成的。
楼主能说说具体怎么操作吗》我也遇到这种情况了!
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这个是目前最新的Juicer3.89d_Build270的链接,点这里去下载
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Powered byI've been trying to use Vertex Buffer Objects to save vertex data on the GPU and reduce the overhead, but I cannot get it to work. The code is below.
From what I understand you generate the buffer with glGenBuffers, then you bind the buffer with glBindBuffer so it's ready to be used, then you write data to it with glBufferData and its done and can be unbinded and ready for use later with simply binding it again.
However the last part is what I'm having trouble with, when I bind it after I have created and loaded data to it and try to draw using it, it gives me lots of GL Error: Out of Memory.
I doubt that I am running out of memory for my simple mesh, so I must be doing something very wrong.
EDIT 1: I call glGetError after every frame, but since this is the only OpenGL I do in the entire program it shouldn't be a problem
//when loading the mesh we create the VBO
void createBuffer()
glGenBuffers(1, &buf);
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferData(GL_ARRAY_BUFFER, vertNormalBuffer-&size() * sizeof(GLfloat), (GLvoid*) bufferData, GL_STATIC_DRAW);
//EDIT 1: forgot to show how I handle the buffer
model-&vertexNormalBuffer = &
//Unbinds it
glBindBuffer(GL_ARRAY_BUFFER, 0);
void Fighter::doRedraw(GLuint shaderProgram)
glm::mat4 transformationMatrix = getTransform();
GLuint loc = glGetUniformLocation(shaderProgram,"modelviewMatrix");
glUniformMatrix4fv(loc, 1, GL_FALSE, (GLfloat*) &transformationMatrix);
glBindBuffer(GL_ARRAY_BUFFER, *model-&vertexNormalBuffer);
//If I uncomment this line below all works wonderfully, but isnt the purpose of VBO of not uploading the same data again and again?
//glBufferData(GL_ARRAY_BUFFER, model-&vertAndNormalArraySize * sizeof(GLfloat), model-&vertAndNormalArray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
renderChild(model, model);
glBindBuffer(GL_ARRAY_BUFFER, 0);
void Fighter::renderChild(ModelObject* model, ModelObject* parent)
//Recursively render the mesh children
for(int i = 0; i & model-&nC i++)
renderChild( dynamic_cast&ModelObject*&(model-&children[i]), parent);
//Vertex and normal data are interlieved
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat),(void*)(model-
&vertexDataPosition*sizeof(GLfloat)));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (void*)((model-&vertexDataPosition + 4)*sizeof(GLfloat)));
//Draws using two sets of indices
glDrawElements(GL_QUADS,
model-&nQuads * 4, GL_UNSIGNED_INT,(void*) model-&quadsIndices);
glDrawElements(GL_TRIANGLES, model-&nTriangles * 3, GL_UNSIGNED_INT, (void*) model-&trisIndices);
解决方案 This is your problem:
model-&vertexNormalBuffer = &
glBindBuffer(GL_ARRAY_BUFFER, *model-&vertexNormalBuffer);
You're storing the address of your buf variable, rather than its contents, and then it falls out of scope when createBuffer returns, and is most likely overwritten with other data, so when you're later rendering, you're using an uninitialized buffer. Just store the contents of buf in your vertexNormalBuffer field instead.
I'll admit I don't know why OpenGL thinks it proper to say that it's "out of memory" just because of that, but perhaps you're just invoking undefined behavior. It does explain, however, why it starts working when you re-fill the buffer with data after you rebind it, because you then implicitly initialize the buffer that you just bound.
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我一直在尝试使用顶点缓冲区对象来保存GPU上的顶点数据,并减少开销,但我不能让它工作。代码如下。
根据我的理解,你使用 glGenBuffers 生成缓冲区,
glBindBuffer 所以它准备使用,然后你写数据到它与 glBufferData 和它的完成,可以解除绑定和
但是最后一部分是我遇到的麻烦,当我创建和加载数据后绑定它它试图绘制使用它,它给了我很多 GL错误:内存不足。
编辑1:我在每一帧后调用glGetError,但由于这是唯一的OpenGL我在整个程序,它不应该是一个问题
//加载网格时我们创建VBO
void createBuffer() { GL
glGenBuffers(1,& buf);
glBindBuffer(GL_ARRAY_BUFFER,buf);
glBufferData(GL_ARRAY_BUFFER,vertNormalBuffer-& size()* sizeof(GLfloat),(GLvoid *)bufferData,GL_STATIC_DRAW);
//编辑1:忘记显示我如何处理缓冲区 model-& vertexNormalBuffer =&
//取消绑定 glBindBuffer(GL_ARRAY_BUFFER,0); }
void Fighter :: doRedraw(GLuint shaderProgram) { glm :: mat4 transformationMatrix = getTransform();
GLuint loc = glGetUniformLocation(shaderProgram,“modelviewMatrix”);
glUniformMatrix4fv(loc,1,GL_FALSE,(GLfloat *)& transformationMatrix);
glBindBuffer(GL_ARRAY_BUFFER,* model-& vertexNormalBuffer);
//如果我取消注释下面这一行所有的工作奇妙,但不是VBO不上传相同的数据一次又一次的目的?
// glBufferData(GL_ARRAY_BUFFER,model-& vertAndNormalArraySize * sizeof(GLfloat),model-& vertAndNormalArray,GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
renderChild(model,model);
glBindBuffer(GL_ARRAY_BUFFER,0); }
void Fighter :: renderChild(ModelObject * model,ModelObject * parent) { //递归渲染网格子 for i = 0; i
nC i ++) { renderChild(dynamic_cast& ModelObject *&(model-& children [i]),parent); }
//顶点和普通数据是交互的 glVertexAttribPointer(0,4,GL_FLOAT,GL_FALSE,8 * sizeof(GLfloat),(void *)(model-& vertexDataPosition * sizeof (GLfloat)));
glVertexAttribPointer(2,4,GL_FLOAT,GL_FALSE,8 * sizeof(GLfloat),(void *)((model-& vertexDataPosition + 4)* sizeof(GLfloat)))
//使用两组索引绘制 glDrawElements(GL_QUADS,model-& nQuads * 4,GL_UNSIGNED_INT,(void *)model-& quadsIndices);
glDrawElements(GL_TRIANGLES,model-& nTriangles * 3,GL_UNSIGNED_INT,(void *)model-& trisIndices);
解决方案 您的问题:
model-& vertexNormalBuffer =&
/ * ... * /
glBindBuffer(GL_ARRAY_BUFFER,* model-& vertexNormalBuffer);
您正在存储buf变量的地址,而不是其内容,的范围,当 createBuffer 返回,并且很可能被其他数据覆盖,所以当你以后渲染,你使用的是未初始化的缓冲区。只需将 buf 的内容存储在 vertexNormalBuffer 字段中。
我承认我不知道为什么OpenGL认为它是“内存不足”,正因为如此,但也许你只是调用未定义的行为。然而,它解释了为什么它重新绑定后重新填充数据时,它开始工作,因为你然后隐式初始化你刚刚绑定的缓冲区。
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