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  • Zephyr Free: Error during Mesh extraction

    Hello,

    I´m trying the programm fpr the first time and I´m realy impressed, but I have a problem. I cannot export the mesh because there is an error during mesh creation. The log gives "Error prior to using GLSL Programm Object : Der Vorgang ist ungültig. Validation succesful." It also accures after opening the saved file.

    Bernd

  • #2
    Hi BerndB - It looks like that error could possibly be graphics card related. Which graphics card and driver version are you currently running?

    Comment


    • #3
      Hello,

      I am using a HP Laptop with AMD Radeon™ Vega M graphics card. Driver is the latest one, Advanced Micro Devices, Inc 22.19.655.1

      Comment


      • #4
        Hi BerndB,

        Can you please post the full log? thank you

        Comment


        • #5
          Hello Andrea,

          here is a log of one process. All the others end up in the same error:

          13:30:05] Initialize Workspace
          [13:30:05] Creating resource group General
          [13:30:05] Creating resource group Internal
          [13:30:05] Creating resource group Autodetect
          [13:30:05] SceneManagerFactory for type 'DefaultSceneManager' registered.
          [13:30:05] Registering ResourceManager for type Material
          [13:30:05] Registering ResourceManager for type Mesh
          [13:30:05] Registering ResourceManager for type Skeleton
          [13:30:05] MovableObjectFactory for type 'ParticleSystem' registered.
          [13:30:05] ArchiveFactory for archive type FileSystem registered.
          [13:30:05] Registering ResourceManager for type HighLevelGpuProgram
          [13:30:05] Registering ResourceManager for type Compositor
          [13:30:05] MovableObjectFactory for type 'Entity' registered.
          [13:30:05] MovableObjectFactory for type 'Light' registered.
          [13:30:05] MovableObjectFactory for type 'BillboardSet' registered.
          [13:30:05] MovableObjectFactory for type 'ManualObject' registered.
          [13:30:05] MovableObjectFactory for type 'BillboardChain' registered.
          [13:30:05] MovableObjectFactory for type 'RibbonTrail' registered.
          [13:30:05] *-*-* OGRE Initialising
          [13:30:05] *-*-* Version 1.10.4 (Xalafu)
          [13:30:05] Installing plugin: GL RenderSystem
          [13:30:05] OpenGL Rendering Subsystem created.
          [13:30:05] Loading Localization
          [13:30:05] :/Translations/qt_de loaded.
          [13:30:05] :/zephyr_de loaded.
          [13:30:05] Preparing UI
          [13:30:06] Plugin successfully installed
          [13:30:06] Initialize Rendering
          [13:30:06] CPU Identifier & Features
          [13:30:06] -------------------------
          [13:30:06] * CPU ID: AuthenticAMD: AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx
          [13:30:06] * SSE: yes
          [13:30:06] * SSE2: yes
          [13:30:06] * SSE3: yes
          [13:30:06] * SSE41: no
          [13:30:06] * SSE42: no
          [13:30:06] * MMX: yes
          [13:30:06] * MMXEXT: yes
          [13:30:06] * 3DNOW: no
          [13:30:06] * 3DNOWEXT: no
          [13:30:06] * CMOV: yes
          [13:30:06] * TSC: yes
          [13:30:06] *INVARIANT TSC: yes
          [13:30:06] * FPU: yes
          [13:30:06] * PRO: yes
          [13:30:06] * HT: no
          [13:30:06] -------------------------
          [13:30:06] *** Starting Win32GL Subsystem ***
          [13:30:06] Registering ResourceManager for type Texture
          [13:30:06] Registering ResourceManager for type Font
          [13:30:06] GL_VERSION = 4.5.13490 Compatibility Profile Context 22.19.655.2
          [13:30:06] GL_VENDOR = ATI Technologies Inc.
          [13:30:06] GL_RENDERER = AMD Radeon(TM) Vega 8 Mobile Graphics
          [13:30:06] ***************************
          [13:30:06] *** GL Renderer Started ***
          [13:30:06] ***************************
          [13:30:06] Registering ResourceManager for type GpuProgram
          [13:30:06] GLSL support detected
          [13:30:06] GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
          [13:30:06] FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:06] FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:06] FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:06] FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_A4L4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:07] FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:08] FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
          [13:30:09] RenderSystem capabilities
          [13:30:09] -------------------------


          Comment


          • #6
            [13:30:09] RenderSystem Name: OpenGL Rendering Subsystem
            [13:30:09] GPU Vendor: amd
            [13:30:09] Device Name: AMD Radeon(TM) Vega 8 Mobile Graphics
            [13:30:09] Driver Version: 4.5.13490.0
            [13:30:09] * Fixed function pipeline: yes
            [13:30:09] * Anisotropic texture filtering: yes
            [13:30:09] * Cube mapping: yes
            [13:30:09] * Hardware stencil buffer: yes
            [13:30:09] - Stencil depth: 8
            [13:30:09] - Two sided stencil support: yes
            [13:30:09] - Wrap stencil values: yes
            [13:30:09] * 32-bit index buffers: yes
            [13:30:09] * Vertex programs: yes
            [13:30:09] * Number of floating-point constants for vertex programs: 256
            [13:30:09] * Number of integer constants for vertex programs: 0
            [13:30:09] * Number of boolean constants for vertex programs: 0
            [13:30:09] * Fragment programs: yes
            [13:30:09] * Number of floating-point constants for fragment programs: 256
            [13:30:09] * Number of integer constants for fragment programs: 0
            [13:30:09] * Number of boolean constants for fragment programs: 0
            [13:30:09] * Geometry programs: yes
            [13:30:09] * Number of floating-point constants for geometry programs: 16384
            [13:30:09] * Number of integer constants for geometry programs: 0
            [13:30:09] * Number of boolean constants for geometry programs: 0
            [13:30:09] * Tessellation Hull programs: no
            [13:30:09] * Number of floating-point constants for tessellation hull programs: 0
            [13:30:09] * Number of integer constants for tessellation hull programs: 0
            [13:30:09] * Number of boolean constants for tessellation hull programs: 0
            [13:30:09] * Tessellation Domain programs: no
            [13:30:09] * Number of floating-point constants for tessellation domain programs: 0
            [13:30:09] * Number of integer constants for tessellation domain programs: 0
            [13:30:09] * Number of boolean constants for tessellation domain programs: 0
            [13:30:09] * Compute programs: no
            [13:30:09] * Number of floating-point constants for compute programs: 0
            [13:30:09] * Number of integer constants for compute programs: 0
            [13:30:09] * Number of boolean constants for compute programs: 0
            [13:30:09] * Supported Shader Profiles: arbfp1 arbvp1 glsl glsl100 glsl110 glsl120 ps_1_1 ps_1_2 ps_1_3 ps_1_4
            [13:30:09] * Texture Compression: yes
            [13:30:09] - DXT: yes
            [13:30:09] - VTC: no
            [13:30:09] - PVRTC: no
            [13:30:09] - ATC: no
            [13:30:09] - ETC1: no
            [13:30:09] - ETC2: no
            [13:30:09] - BC4/BC5: no
            [13:30:09] - BC6H/BC7: no
            [13:30:09] - Mipmaps for compressed formats: yes
            [13:30:09] * Hardware Occlusion Query: yes
            [13:30:09] * User clip planes: yes
            [13:30:09] * VET_UBYTE4 vertex element type: yes
            [13:30:09] * Infinite far plane projection: yes
            [13:30:09] * Hardware render-to-texture: yes
            [13:30:09] * Floating point textures: yes
            [13:30:09] * Non-power-of-two textures: yes
            [13:30:09] * 1d textures: yes
            [13:30:09] * Volume textures: yes
            [13:30:09] * Multiple Render Targets: 8
            [13:30:09] - With different bit depths: yes
            [13:30:09] * Point Sprites: yes
            [13:30:09] * Hardware Gamma: yes
            [13:30:09] * Extended point parameters: yes
            [13:30:09] * Max Point Size: 8192
            [13:30:09] * Vertex texture fetch: yes
            [13:30:09] * Number of world matrices: 0
            [13:30:09] * Number of texture units: 16
            [13:30:09] * Stencil buffer depth: 8
            [13:30:09] * Number of vertex blend matrices: 0
            [13:30:09] - Max vertex textures: 32
            [13:30:09] - Vertex textures shared: yes
            [13:30:09] * Render to Vertex Buffer : no
            [13:30:09] * Hardware Atomic Counters: no
            [13:30:09] * PBuffer support: yes
            [13:30:09] * Vertex Array Objects: no
            [13:30:09] * Separate shader objects: no
            [13:30:09] * GLSL SSO redeclare interface block: no
            [13:30:09] DefaultWorkQueue('Root') initialising on thread main.
            [13:30:09] Particle Renderer Type 'billboard' registered
            [13:30:09] Creating resource group 3DFMaterials
            [13:30:09] Added resource location './Materials/' of type 'FileSystem' to resource group '3DFMaterials'
            [13:30:09] Initialising resource group 3DFMaterials
            [13:30:09] Parsing scripts for resource group 3DFMaterials
            [13:30:09] Parsing script Line.material
            [13:30:09] Parsing script MeshDefault.material
            [13:30:09] Parsing script Orthophoto.material
            [13:30:09] Parsing script TexturedMeshDefault.material
            [13:30:09] Finished parsing scripts for resource group 3DFMaterials
            [13:30:09] Creating resources for group 3DFMaterials
            [13:30:09] All done
            [13:30:09] Loading resource group '3DFMaterials' - Resources: 1 World Geometry: 1
            [13:30:09] Finished loading resource group 3DFMaterials
            [13:30:09] Creating resource group 3DFRenderer
            [13:30:09] Added resource location './' of type 'FileSystem' to resource group '3DFRenderer'
            [13:30:09] Parsing scripts for resource group 3DFRenderer
            [13:30:09] Finished parsing scripts for resource group 3DFRenderer
            [13:30:09] Creating resources for group 3DFRenderer
            [13:30:09] All done
            [13:30:09] Parsing scripts for resource group Autodetect
            [13:30:09] Finished parsing scripts for resource group Autodetect
            [13:30:09] Creating resources for group Autodetect
            [13:30:09] All done
            [13:30:09] Parsing scripts for resource group General
            [13:30:09] Finished parsing scripts for resource group General
            [13:30:09] Creating resources for group General
            [13:30:09] All done
            [13:30:09] Parsing scripts for resource group Internal
            [13:30:09] Finished parsing scripts for resource group Internal
            [13:30:09] Creating resources for group Internal
            [13:30:09] All done
            [13:30:09] Loading resource group '3DFRenderer' - Resources: 1 World Geometry: 1
            [13:30:09] Finished loading resource group 3DFRenderer
            [13:30:09] Font DefaultRenderingFont using texture size 2048x1024
            [13:30:09] Texture: DefaultRenderingFontTexture: Loading 1 faces(PF_BYTE_LA,2048x1024x1) Internal format is PF_BYTE_LA,2048x1024x1.
            [13:30:09] Available physical memory: 4898 Mb.
            [13:30:09] 3DF Zephyr Free v. 4.351 Ready.
            [13:30:09] GLHardwareVertexBuffer::lock - Error: failed to Discard the buffer. Try to recreate the buffer
            [13:30:10] Creating resource group 3DFShaders
            [13:30:10] Added resource location 'C:/ProgramData/3DF Zephyr Resources/Shaders' of type 'FileSystem' to resource group '3DFShaders'
            [13:30:10] Initialising resource group 3DFShaders
            [13:30:10] Parsing scripts for resource group 3DFShaders
            [13:30:10] Parsing script Test.material
            [13:30:10] Finished parsing scripts for resource group 3DFShaders
            [13:30:10] Creating resources for group 3DFShaders
            [13:30:10] All done
            [13:30:10] Loading resource group '3DFShaders' - Resources: 1 World Geometry: 1
            [13:30:10] Finished loading resource group 3DFShaders
            [13:30:10] Font DefaultRenderingFont using texture size 2048x1024
            [13:30:10] Texture: DefaultRenderingFontTexture: Loading 1 faces(PF_BYTE_LA,2048x1024x1) Internal format is PF_BYTE_LA,2048x1024x1.
            [13:30:11] Font DefaultRenderingFont using texture size 2048x1024
            [13:30:11] Texture: DefaultRenderingFontTexture: Loading 1 faces(PF_BYTE_LA,2048x1024x1) Internal format is PF_BYTE_LA,2048x1024x1.
            [13:30:12] Workspace loaded succesfully.
            [13:30:12] Unloading resource group 3DFShaders
            [13:30:12] Finished unloading resource group 3DFShaders
            [13:30:12] Destroying resource group 3DFShaders
            [13:30:12] Unloading resource group 3DFShaders
            [13:30:12] Finished unloading resource group 3DFShaders
            [13:30:12] Creating resource group 3DFShaders
            [13:30:12] Added resource location 'C:/ProgramData/3DF Zephyr Resources/Shaders' of type 'FileSystem' to resource group '3DFShaders'
            [13:30:12] Initialising resource group 3DFShaders
            [13:30:12] Parsing scripts for resource group 3DFShaders
            [13:30:12] Parsing script Test.material
            [13:30:12] Finished parsing scripts for resource group 3DFShaders
            [13:30:12] Creating resources for group 3DFShaders
            [13:30:12] All done
            [13:30:12] Loading resource group '3DFShaders' - Resources: 1 World Geometry: 1
            [13:30:12] Finished loading resource group 3DFShaders
            [13:30:14] 3DF Zephyr ready in 9.7437 seconds.
            [13:30:34] :/zephyr_de loaded.
            [13:33:01] Starting 3DF Sasha...
            [13:33:01] --- Settings ---
            [13:33:01] Cameras: 26
            [13:33:01] Input stereo vertices: 521567 (80647)
            [13:33:01] DepthTrim: 2
            [13:33:01] Description:
            [13:33:01] EdgeLengthTrimScale: 30
            [13:33:01] ForceConnected: 0
            [13:33:01] KNNormal: 150
            [13:33:01] OctreeDepth: 8
            [13:33:01] SamplesPerNode: 1.0
            [13:33:01] Sharp: 1
            [13:33:01] SmoothingFilter: 0
            [13:33:01] SmoothingIterations: 3
            [13:33:01] Thickness: 0.0
            [13:33:01] UpdateColors: 0
            [13:33:01] UseMasking: 1
            [13:33:01] UsePhotoconsistency: 1
            [13:33:01] Computing delaunay triangulation...
            [13:33:03] Done!
            [13:33:03] Computing connectivity...
            [13:33:03] Done!
            [13:33:03] Computing neighborhood information...
            [13:33:04] Done!


            Comment


            • #7
              [13:33:04] Computing graph visibility...
              [13:33:04] Camera 3 / 26 computing...
              [13:33:04] Camera 1 / 26 computing...
              [13:33:04] Camera 2 / 26 computing...
              [13:33:04] Camera 4 / 26 computing...
              [13:33:04] Camera 6 / 26 computing...
              [13:33:04] Camera 5 / 26 computing...
              [13:33:04] Camera 7 / 26 computing...
              [13:33:04] Camera 8 / 26 computing...
              [13:33:05] Camera 1 / 26 completed!
              [13:33:05] Camera 9 / 26 computing...
              [13:33:05] Camera 3 / 26 completed!
              [13:33:05] Camera 10 / 26 computing...
              [13:33:05] Camera 5 / 26 completed!
              [13:33:05] Camera 11 / 26 computing...
              [13:33:05] Camera 2 / 26 completed!
              [13:33:05] Camera 12 / 26 computing...
              [13:33:05] Camera 4 / 26 completed!
              [13:33:05] Camera 13 / 26 computing...
              [13:33:05] Camera 6 / 26 completed!
              [13:33:05] Camera 14 / 26 computing...
              [13:33:05] Camera 11 / 26 completed!
              [13:33:05] Camera 15 / 26 computing...
              [13:33:05] Camera 7 / 26 completed!
              [13:33:05] Camera 16 / 26 computing...
              [13:33:05] Camera 10 / 26 completed!
              [13:33:05] Camera 17 / 26 computing...
              [13:33:05] Camera 8 / 26 completed!
              [13:33:05] Camera 18 / 26 computing...
              [13:33:06] Camera 9 / 26 completed!
              [13:33:06] Camera 19 / 26 computing...
              [13:33:06] Camera 12 / 26 completed!
              [13:33:06] Camera 20 / 26 computing...
              [13:33:06] Camera 13 / 26 completed!
              [13:33:06] Camera 21 / 26 computing...
              [13:33:06] Camera 14 / 26 completed!
              [13:33:06] Camera 22 / 26 computing...
              [13:33:06] Camera 16 / 26 completed!
              [13:33:06] Camera 23 / 26 computing...
              [13:33:06] Camera 15 / 26 completed!
              [13:33:06] Camera 24 / 26 computing...
              [13:33:07] Camera 17 / 26 completed!
              [13:33:07] Camera 25 / 26 computing...
              [13:33:07] Camera 18 / 26 completed!
              [13:33:07] Camera 26 / 26 computing...
              [13:33:08] Camera 19 / 26 completed!
              [13:33:08] Camera 25 / 26 completed!
              [13:33:08] Camera 22 / 26 completed!
              [13:33:08] Camera 26 / 26 completed!
              [13:33:08] Camera 24 / 26 completed!
              [13:33:08] Camera 23 / 26 completed!
              [13:33:08] Camera 20 / 26 completed!
              [13:33:08] Camera 21 / 26 completed!
              [13:33:09] Done!
              [13:33:09] Computing graph masks...
              [13:33:09] Done!
              [13:33:09] Computing graph quality...
              [13:33:10] Done!
              [13:33:10] Computing max-flow...
              [13:33:12] Done!
              [13:33:12] Number of used vertices : 76737 [95.15%]
              [13:33:12] Filtering connected component...
              [13:33:12] Done!
              [13:33:12] Repairing edges...
              [13:33:13] Number of tetrahedra : 273780 [removed 185]
              [13:33:13] Number of tetrahedra : 273756 [removed 24]
              [13:33:13] SysInfo | Cpu: 14.55 %; Disk (U/T): 99028/154222 MB (55194 MB free, 64.21 % used); Memory (U/T): 476/7891 MB (4663 MB free, 6.03 % used)
              [13:33:14] Number of tetrahedra : 273755 [removed 1]
              [13:33:14] Done!
              [13:33:14] Initializing topology...
              [13:33:14] Done!
              [13:33:14] Repairing vertices...
              [13:33:14] Done!
              [13:33:15] Finalizing topology...
              [13:33:15] Done!
              [13:33:15] Filtering mesh...
              [13:33:15] 3DF Stasia: mesh updating...
              [13:33:16] Computing normals.
              [13:33:16] Computing visibility.
              [13:33:16] Computing visibility for camera P1010234.JPG
              [13:33:16] Computing visibility for camera P1010212.JPG
              [13:33:16] Computing visibility for camera P1010240.JPG
              [13:33:16] Computing visibility for camera P1010237.JPG
              [13:33:16] Computing visibility for camera P1010201.JPG
              [13:33:16] Computing visibility for camera P1010231.JPG
              [13:33:16] Computing visibility for camera P1010227.JPG
              [13:33:16] Computing visibility for camera P1010196.JPG
              [13:33:16] Computing visibility for camera P1010235.JPG
              [13:33:16] Computing visibility for camera P1010209.JPG
              [13:33:16] Computing visibility for camera P1010232.JPG
              [13:33:16] Computing visibility for camera P1010228.JPG
              [13:33:16] Computing visibility for camera P1010241.JPG
              [13:33:16] Computing visibility for camera P1010213.JPG
              [13:33:16] Computing visibility for camera P1010198.JPG
              [13:33:16] Computing visibility for camera P1010238.JPG
              [13:33:16] Computing visibility for camera P1010236.JPG
              [13:33:16] Computing visibility for camera P1010210.JPG
              [13:33:16] Computing visibility for camera P1010233.JPG
              [13:33:16] Computing visibility for camera P1010216.JPG
              [13:33:16] Computing visibility for camera P1010230.JPG
              [13:33:16] Computing visibility for camera P1010242.JPG
              [13:33:16] Computing visibility for camera P1010199.JPG
              [13:33:16] Computing visibility for camera P1010239.JPG
              [13:33:16] Computing visibility for camera P1010211.JPG
              [13:33:17] Computing visibility for camera P1010200.JPG
              [13:33:17] Compressing visibility.
              [13:33:17] Removing invisible points.
              [13:33:17] Mesh clipping...
              [13:33:17] Surface reconstruction completed successfully.
              [13:33:17] Computing photoconsistency based optimization...
              [13:33:17] Starting 3DF Sasha Photoconsistency computation...
              [13:33:17] --- Settings ---
              [13:33:17] Cameras: 26
              [13:33:17] Input mesh vertices: 76774
              [13:33:17] PCFunctionDelta: 0.015
              [13:33:17] PCHighFrequencies: 0.0
              [13:33:17] PCMaxIterations: 20
              [13:33:17] PCMaxNumberOfVertices: 5000000
              [13:33:17] PCMaxResolutionPercent: 25
              [13:33:17] PCNumberOfNeighbors: 4
              [13:33:17] PCSubdivisions: 0
              [13:33:17] PCTargetReprojectionArea: 20
              [13:33:17] Level : 1 / Resolution : 1148
              [13:33:17] Computing reprojections for camera 'p1010196.jpg'
              [13:33:17] Computing reprojections for camera 'p1010198.jpg'
              [13:33:17] Computing reprojections for camera 'p1010199.jpg'
              [13:33:17] Computing reprojections for camera 'p1010200.jpg'
              [13:33:17] Computing reprojections for camera 'p1010201.jpg'
              [13:33:17] Computing reprojections for camera 'p1010209.jpg'
              [13:33:18] Computing reprojections for camera 'p1010210.jpg'
              [13:33:18] Computing reprojections for camera 'p1010211.jpg'
              [13:33:18] Computing reprojections for camera 'p1010212.jpg'
              [13:33:18] Computing reprojections for camera 'p1010213.jpg'
              [13:33:18] Computing reprojections for camera 'p1010216.jpg'
              [13:33:18] Computing reprojections for camera 'p1010227.jpg'
              [13:33:18] Computing reprojections for camera 'p1010228.jpg'
              [13:33:18] Computing reprojections for camera 'p1010230.jpg'
              [13:33:18] Computing reprojections for camera 'p1010231.jpg'
              [13:33:18] Computing reprojections for camera 'p1010232.jpg'
              [13:33:18] Computing reprojections for camera 'p1010233.jpg'
              [13:33:18] Computing reprojections for camera 'p1010234.jpg'
              [13:33:18] Computing reprojections for camera 'p1010235.jpg'
              [13:33:18] Computing reprojections for camera 'p1010236.jpg'
              [13:33:18] Computing reprojections for camera 'p1010237.jpg'
              [13:33:18] Computing reprojections for camera 'p1010238.jpg'
              [13:33:18] Computing reprojections for camera 'p1010239.jpg'
              [13:33:18] Computing reprojections for camera 'p1010240.jpg'
              [13:33:18] Computing reprojections for camera 'p1010241.jpg'
              [13:33:18] Computing reprojections for camera 'p1010242.jpg'
              [13:33:18] Preparing mesh...
              [13:33:18] Remeshing : Splitting long edges.
              [13:33:20] Remeshing : Collapsing short edges.
              [13:33:26] Preparing neighbors...
              [13:33:26] Computing raitings for camera 'p1010196.jpg'
              [13:33:26] Computing raitings for camera 'p1010198.jpg'
              [13:33:26] Computing raitings for camera 'p1010199.jpg'
              [13:33:26] Computing raitings for camera 'p1010200.jpg'
              [13:33:26] Computing raitings for camera 'p1010201.jpg'
              [13:33:26] Computing raitings for camera 'p1010209.jpg'
              [13:33:26] Computing raitings for camera 'p1010210.jpg'
              [13:33:26] Computing raitings for camera 'p1010211.jpg'
              [13:33:26] Computing raitings for camera 'p1010212.jpg'
              [13:33:26] Computing raitings for camera 'p1010213.jpg'
              [13:33:26] Computing raitings for camera 'p1010216.jpg'
              [13:33:26] Computing raitings for camera 'p1010227.jpg'
              [13:33:26] Computing raitings for camera 'p1010228.jpg'
              [13:33:26] Computing raitings for camera 'p1010230.jpg'
              [13:33:26] Computing raitings for camera 'p1010231.jpg'
              [13:33:26] Computing raitings for camera 'p1010232.jpg'
              [13:33:26] Computing raitings for camera 'p1010233.jpg'
              [13:33:26] Computing raitings for camera 'p1010234.jpg'
              [13:33:26] Computing raitings for camera 'p1010235.jpg'
              [13:33:26] Computing raitings for camera 'p1010236.jpg'
              [13:33:26] Computing raitings for camera 'p1010237.jpg'
              [13:33:26] Computing raitings for camera 'p1010238.jpg'
              [13:33:26] Computing raitings for camera 'p1010239.jpg'
              [13:33:26] Computing raitings for camera 'p1010240.jpg'
              [13:33:26] Computing raitings for camera 'p1010241.jpg'
              [13:33:26] Computing raitings for camera 'p1010242.jpg'
              [13:33:26] Preparing image : 'p1010196.jpg'
              [13:33:26] Preparing image : 'p1010211.jpg'
              [13:33:26] Preparing image : 'p1010231.jpg'
              [13:33:26] Preparing image : 'p1010237.jpg'
              [13:33:28] Preparing image : 'p1010198.jpg'
              [13:33:28] Preparing image : 'p1010232.jpg'
              [13:33:28] Preparing image : 'p1010212.jpg'
              [13:33:28] Preparing image : 'p1010238.jpg'
              [13:33:29] Preparing image : 'p1010199.jpg'
              [13:33:29] Preparing image : 'p1010233.jpg'
              [13:33:29] Preparing image : 'p1010213.jpg'
              [13:33:29] Preparing image : 'p1010239.jpg'
              [13:33:30] Preparing image : 'p1010200.jpg'
              [13:33:30] Preparing image : 'p1010234.jpg'
              [13:33:30] Preparing image : 'p1010227.jpg'
              [13:33:30] Preparing image : 'p1010240.jpg'
              [13:33:31] Preparing image : 'p1010201.jpg'
              [13:33:31] Preparing image : 'p1010235.jpg'
              [13:33:31] Preparing image : 'p1010228.jpg'
              [13:33:32] Preparing image : 'p1010241.jpg'
              [13:33:32] Preparing image : 'p1010209.jpg'
              [13:33:32] Preparing image : 'p1010236.jpg'
              [13:33:33] Preparing image : 'p1010230.jpg'
              [13:33:33] Preparing image : 'p1010242.jpg'
              [13:33:33] Preparing image : 'p1010210.jpg'

              Comment


              • #8

                [13:33:34] Host memory reserved : 268 MB
                [13:33:34] Preparing clusters...
                [13:33:34] Clusterization result : 25 cameras, 55 pairs, 1 clusters.
                [13:33:34] Added CPU worker [8 threads].
                [13:33:34] Vertices : 33244 / Triangles : 66087
                [13:33:34] Computing photoconsistency...
                [13:33:34] [1/20] Computing quadrics...
                [13:33:34] [1/20] Computing smooth gradient...
                [13:33:35] [1/20] Computing photometric gradient [CPU 0]...
                [13:33:35] [1/20] [1/1] Updating cache...
                [13:33:35] [1/20] [1/1] Updating information...
                [13:33:46] [1/20] Updating mesh...
                [13:33:46] [1/20] Finalizing mesh...
                [13:33:46] [2/20] Computing quadrics...
                [13:33:46] [2/20] Computing smooth gradient...
                [13:33:46] [2/20] Computing photometric gradient [CPU 0]...
                [13:33:46] [2/20] [1/1] Updating cache...
                [13:33:46] [2/20] [1/1] Updating information...
                [13:33:57] [2/20] Updating mesh...
                [13:33:57] [2/20] Finalizing mesh...
                [13:33:57] [3/20] Computing quadrics...
                [13:33:57] [3/20] Computing smooth gradient...
                [13:33:57] [3/20] Computing photometric gradient [CPU 0]...
                [13:33:57] [3/20] [1/1] Updating cache...
                [13:33:57] [3/20] [1/1] Updating information...
                [13:34:08] [3/20] Updating mesh...
                [13:34:08] [3/20] Finalizing mesh...
                [13:34:08] [4/20] Computing quadrics...
                [13:34:08] [4/20] Computing smooth gradient...
                [13:34:08] [4/20] Computing photometric gradient [CPU 0]...
                [13:34:08] [4/20] [1/1] Updating cache...
                [13:34:08] [4/20] [1/1] Updating information...
                [13:34:19] [4/20] Updating mesh...
                [13:34:19] [4/20] Finalizing mesh...
                [13:34:19] [4/20] Relative error : 0.193044
                [13:34:19] [5/20] Computing quadrics...
                [13:34:19] [5/20] Computing smooth gradient...
                [13:34:19] [5/20] Computing photometric gradient [CPU 0]...
                [13:34:19] [5/20] [1/1] Updating cache...
                [13:34:19] [5/20] [1/1] Updating information...
                [13:34:30] [5/20] Updating mesh...
                [13:34:30] [5/20] Finalizing mesh...
                [13:34:30] [5/20] Relative error : 0.129225
                [13:34:30] [6/20] Computing quadrics...
                [13:34:30] [6/20] Computing smooth gradient...
                [13:34:30] [6/20] Computing photometric gradient [CPU 0]...
                [13:34:30] [6/20] [1/1] Updating cache...
                [13:34:30] [6/20] [1/1] Updating information...
                [13:34:41] [6/20] Updating mesh...
                [13:34:41] [6/20] Finalizing mesh...
                [13:34:41] [6/20] Relative error : 0.090269
                [13:34:41] [7/20] Computing quadrics...
                [13:34:41] [7/20] Computing smooth gradient...
                [13:34:41] [7/20] Computing photometric gradient [CPU 0]...
                [13:34:41] [7/20] [1/1] Updating cache...
                [13:34:41] [7/20] [1/1] Updating information...
                [13:34:52] [7/20] Updating mesh...
                [13:34:52] [7/20] Finalizing mesh...
                [13:34:52] [7/20] Relative error : 0.065627
                [13:34:52] [8/20] Computing quadrics...
                [13:34:52] [8/20] Computing smooth gradient...
                [13:34:52] [8/20] Computing photometric gradient [CPU 0]...
                [13:34:52] [8/20] [1/1] Updating cache...
                [13:34:52] [8/20] [1/1] Updating information...
                [13:35:03] [8/20] Updating mesh...
                [13:35:03] [8/20] Finalizing mesh...
                [13:35:03] [8/20] Relative error : 0.049602
                [13:35:03] [9/20] Computing quadrics...
                [13:35:03] [9/20] Computing smooth gradient...
                [13:35:03] [9/20] Computing photometric gradient [CPU 0]...
                [13:35:03] [9/20] [1/1] Updating cache...
                [13:35:03] [9/20] [1/1] Updating information...
                [13:35:13] SysInfo | Cpu: 97.35 %; Disk (U/T): 99241/154222 MB (54981 MB free, 64.35 % used); Memory (U/T): 747/7891 MB (4362 MB free, 9.47 % used)
                [13:35:15] [9/20] Updating mesh...
                [13:35:15] [9/20] Finalizing mesh...
                [13:35:15] [9/20] Relative error : 0.038761
                [13:35:15] [10/20] Computing quadrics...
                [13:35:15] [10/20] Computing smooth gradient...
                [13:35:15] [10/20] Computing photometric gradient [CPU 0]...
                [13:35:15] [10/20] [1/1] Updating cache...
                [13:35:15] [10/20] [1/1] Updating information...
                [13:35:30] [10/20] Updating mesh...
                [13:35:30] [10/20] Finalizing mesh...
                [13:35:30] [10/20] Relative error : 0.031076
                [13:35:30] [11/20] Computing quadrics...
                [13:35:30] [11/20] Computing smooth gradient...
                [13:35:30] [11/20] Computing photometric gradient [CPU 0]...
                [13:35:30] [11/20] [1/1] Updating cache...
                [13:35:30] [11/20] [1/1] Updating information...
                [13:35:45] [11/20] Updating mesh...
                [13:35:45] [11/20] Finalizing mesh...
                [13:35:45] [11/20] Relative error : 0.025476
                [13:35:45] [12/20] Computing quadrics...
                [13:35:45] [12/20] Computing smooth gradient...
                [13:35:45] [12/20] Computing photometric gradient [CPU 0]...
                [13:35:45] [12/20] [1/1] Updating cache...
                [13:35:45] [12/20] [1/1] Updating information...
                [13:35:57] [12/20] Updating mesh...
                [13:35:57] [12/20] Finalizing mesh...
                [13:35:57] [12/20] Relative error : 0.021294
                [13:35:57] [13/20] Computing quadrics...
                [13:35:57] [13/20] Computing smooth gradient...
                [13:35:57] [13/20] Computing photometric gradient [CPU 0]...
                [13:35:57] [13/20] [1/1] Updating cache...
                [13:35:57] [13/20] [1/1] Updating information...
                [13:36:09] [13/20] Updating mesh...
                [13:36:09] [13/20] Finalizing mesh...
                [13:36:09] [13/20] Relative error : 0.018052
                [13:36:09] [14/20] Computing quadrics...
                [13:36:09] [14/20] Computing smooth gradient...
                [13:36:09] [14/20] Computing photometric gradient [CPU 0]...
                [13:36:09] [14/20] [1/1] Updating cache...
                [13:36:09] [14/20] [1/1] Updating information...
                [13:36:21] [14/20] Updating mesh...
                [13:36:21] [14/20] Finalizing mesh...
                [13:36:21] [14/20] Relative error : 0.015515
                [13:36:21] [15/20] Computing quadrics...
                [13:36:21] [15/20] Computing smooth gradient...
                [13:36:21] [15/20] Computing photometric gradient [CPU 0]...
                [13:36:21] [15/20] [1/1] Updating cache...
                [13:36:21] [15/20] [1/1] Updating information...
                [13:36:33] [15/20] Updating mesh...
                [13:36:33] [15/20] Finalizing mesh...
                [13:36:33] [15/20] Relative error : 0.013456
                [13:36:33] Relative error is small enough!
                [13:36:33] Photoconsistency DONE!
                [13:36:33] Computing normals.
                [13:36:33] Computing visibility.
                [13:36:33] Computing visibility for camera P1010237.JPG
                [13:36:33] Computing visibility for camera P1010227.JPG
                [13:36:33] Computing visibility for camera P1010234.JPG
                [13:36:33] Computing visibility for camera P1010212.JPG
                [13:36:33] Computing visibility for camera P1010196.JPG
                [13:36:33] Computing visibility for camera P1010201.JPG
                [13:36:33] Computing visibility for camera P1010231.JPG
                [13:36:33] Computing visibility for camera P1010240.JPG
                [13:36:33] Computing visibility for camera P1010232.JPG
                [13:36:33] Computing visibility for camera P1010228.JPG
                [13:36:33] Computing visibility for camera P1010209.JPG
                [13:36:33] Computing visibility for camera P1010198.JPG
                [13:36:33] Computing visibility for camera P1010238.JPG
                [13:36:33] Computing visibility for camera P1010213.JPG
                [13:36:33] Computing visibility for camera P1010235.JPG
                [13:36:33] Computing visibility for camera P1010241.JPG
                [13:36:33] Computing visibility for camera P1010230.JPG
                [13:36:33] Computing visibility for camera P1010233.JPG
                [13:36:33] Computing visibility for camera P1010210.JPG
                [13:36:33] Computing visibility for camera P1010216.JPG
                [13:36:33] Computing visibility for camera P1010199.JPG
                [13:36:33] Computing visibility for camera P1010236.JPG
                [13:36:33] Computing visibility for camera P1010239.JPG
                [13:36:33] Computing visibility for camera P1010242.JPG
                [13:36:33] Computing visibility for camera P1010211.JPG
                [13:36:33] Computing visibility for camera P1010200.JPG
                [13:36:33] Compressing visibility.
                [13:36:33] Computing colors.
                [13:36:42] Vertex Program:MeshDefaultVp_GLSL Fragment Program:MeshDefaultFp_GLSL GLSL link result : Validation successful.

                [13:36:42] Error prior to using GLSL Program Object : Der Vorgang ist ungültig.Validation successful.

                [13:36:42] Error prior to using GLSL Program Object : Der Vorgang ist ungültig.Validation successful.

                Comment


                • #9
                  Hi BernB,

                  thank you!

                  1. it's not clear if the issue is just in generation or in export only. Can you actually export the mesh? If not, which error is displayed (if any?)

                  2. can you try a very small dataset to see if the error persists in other examples ?

                  3. can you try enabling the compatibilty mode and see if the error persists ? Access the options menu (tools -> options) and under the "rendring tab" check "compatibility mode"

                  Click image for larger version

Name:	compatibility.png
Views:	48
Size:	21.1 KB
ID:	4709

                  Thank you!

                  Comment


                  • #10
                    Hi Andrea,

                    The error occured at the end of the mesh generation and must have been permanetly, because the log gives the error endless.

                    Know I tested with your tip with the " compatility mode" . If it is checked it is fine, unchecked and error occurred again.

                    Unforunetly I still cannot export the mesh.

                    Log:

                    [17:12:29] Processing chunk 0.

                    [17:12:29] Displacing.

                    [17:12:29] Done.

                    [17:12:29] Exporting.

                    [17:12:30] Failed to open obj - mtl files

                    It is the same for every format.

                    Comment

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