Corrupt workspace?

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  • Frank Steinke
    3Dfollower
    • Dec 2021
    • 10

    Corrupt workspace?

    Hello, first post ... this is the second time I've tried using 3DF Zephyr, and it's looking better this time! However, I seem to be in some odd situation where it's not saving versions of files correctly, and it keeps corrupting them. Specifically, textured meshes, and when the Save As, under a new name is used - if I have, say, 5 meshes there, then perhaps 2 of the older ones are no longer operational; nothing shows on the screen when selected. And I can't find the trick to clear the problem ...

    Currently, I invoke a textured mesh run, and the results show correctly in the view. I then save the workspace under a new name; close and restart the program - and try loading that last run. What I get on the screen are black shapes, no colours or textures. Using version Free 6.010, in Windows 10.

    Thanks!
  • cam3d
    3Dflover
    • Sep 2017
    • 661

    #2
    Hey Frank Steinke - Welcome to the forum!

    Can you please share the project files with us so we can investigate any signs of corruption? Files can be sent to support@3dflow.net as download links from any public facing file sharing service (Google Drive, We Transfer or whatever works for you)

    If the project files are too large for you to upload, can you please just share the log files? How to locate log files

    Comment

    • Frank Steinke
      3Dfollower
      • Dec 2021
      • 10

      #3
      Sorry, didn't see that last message until just now - busy doing other things! I'll get something organised, hopefully shortly, and upload it.

      Thanks!

      Comment

      • Frank Steinke
        3Dfollower
        • Dec 2021
        • 10

        #4
        Right, getting the problem again; with completely different set of input images. What may be a common symptom, is the number of meshes: 5 seems to be the count that causes problems; the first 4 of the meshes are fine, but the last one has 4kB of data, in the ...Mesh 5.3db file - should be > 19Meg.

        What happened is that while working in that project, everything was fine. But then started a new project, having saved the current. Did a fair bit of work on this new one, saved it; and then went back to to that earlier project, and that's when the loss of data was found.

        Comment

        • Frank Steinke
          3Dfollower
          • Dec 2021
          • 10

          #5
          Perhaps a clue: I saved the project that corrupted as a renamed project, did some processing to generate a total of 5 meshes, saved that - all OK. Then, produced a textured mesh, and saved again. Looks fine, but in the log it came up with, after saving Mesh 1.3db with a new name,

          Could not remove old 3db file C:/Apps/3DF_ZephyrFree/Projects/Sydney/CBD,Oct21/Run02-02_files/1643532867424Mesh 1.3db

          Why does 3DF need to save this mesh again, it doesn't do this for the point clouds? And why can't it remove the old copy of the file?

          The textured mesh that was corrupted yesterday, had zero data, all of a sudden has Meg's of data. But it still won't load anything of this, with no error message, in the log. And now, the textured mesh which I just redid, number 2, is now corrupt! Shapes are there, but colours are all blacks, and dark greys - I got to this point, after clearing the workspace, and reloading the project.


          It seems 3DF gets confused, as to what to save or not - and once a project becomes "dirty", the problem just spreads through the models.

          Comment

          • Frank Steinke
            3Dfollower
            • Dec 2021
            • 10

            #6
            Still trying to get 3DF to save a project, with a textured mesh - and it ain't working! First I get an empty texture db file, and then on another attempt I get one that looks the right size, 130Meg ... but it corrupts the data, while doing the save: I get just black shapes, when I go back to the finished model.

            I still can't see what the pattern is; will keep trying things ...

            Comment

            • cam3d
              3Dflover
              • Sep 2017
              • 661

              #7
              Hey Frank Steinke ! Sorry this one is outside of my wheelhouse, but it would be really useful to check over the log files so as to pinpoint the root cause of the issue. Here's that link again: Log Files

              - Pinging Andrea Alessi for a followup

              Comment

              • Frank Steinke
                3Dfollower
                • Dec 2021
                • 10

                #8
                Getting closer ...it appears to be a combination of the size of the model, the amount of disk space available, and possibly memory, that are causing grief. Even though there was enough space to save on one drive, it refused to output the textured mesh - an error came up,

                StereoTexturedMesh::ensureDataLoad error: bad allocation

                Without altering things, then tried saving on another drive, with plenty of space. This appeared to succeed, with a 400Meg texture file ... But, then tried switching between model views, and again couldn't get the texture view to appear. Restarting 3DF, and loading that last save, same story - no error message, but no image appeared - effectively, corrupt.

                Comment

                • Frank Steinke
                  3Dfollower
                  • Dec 2021
                  • 10

                  #9
                  Thanks for getting back!

                  As a start, here is the log for invoking 3DF, then immediately loading that last saved project, and attempting to view the mesh; and when that did nothing, reverting to the sparse point cloud:

                  Part 1:

                  [15:38:15] Initialize Workspace
                  [15:38:15] Creating resource group General
                  [15:38:15] Creating resource group OgreInternal
                  [15:38:15] Creating resource group OgreAutodetect
                  [15:38:15] SceneManagerFactory for type 'DefaultSceneManager' registered.
                  [15:38:15] Registering ResourceManager for type Material
                  [15:38:15] Registering ResourceManager for type Mesh
                  [15:38:15] Registering ResourceManager for type Skeleton
                  [15:38:15] ArchiveFactory for archive type FileSystem registered.
                  [15:38:15] ArchiveFactory for archive type Zip registered.
                  [15:38:15] ArchiveFactory for archive type EmbeddedZip registered.
                  [15:38:15] DDS codec registering
                  [15:38:15] ETC codec registering
                  [15:38:15] Registering ResourceManager for type HighLevelGpuProgram
                  [15:38:15] Registering ResourceManager for type Compositor
                  [15:38:15] *-*-* OGRE Initialising
                  [15:38:15] *-*-* Version 1.11.5 (Rhagorthua)
                  [15:38:15] Installing plugin: GL RenderSystem
                  [15:38:15] OpenGL Rendering Subsystem created.
                  [15:38:15] Loading Localization
                  [15:38:15] Preparing UI
                  [15:38:15] No compatible multi-axis device found.
                  [15:38:15] Plugin successfully installed
                  [15:38:16] Initialize Rendering
                  [15:38:16] CPU Identifier & Features
                  [15:38:16] -------------------------
                  [15:38:16] * CPU ID: GenuineIntel: Intel(R) Core(TM) i5 CPU M 520 @ 2.40GHz
                  [15:38:16] * SSE: yes
                  [15:38:16] * SSE2: yes
                  [15:38:16] * SSE3: yes
                  [15:38:16] * SSE41: yes
                  [15:38:16] * SSE42: yes
                  [15:38:16] * MMX: yes
                  [15:38:16] * MMXEXT: yes
                  [15:38:16] * 3DNOW: no
                  [15:38:16] * 3DNOWEXT: no
                  [15:38:16] * CMOV: yes
                  [15:38:16] * TSC: yes
                  [15:38:16] *INVARIANT TSC: yes
                  [15:38:16] * FPU: yes
                  [15:38:16] * PRO: yes
                  [15:38:16] * HT: no
                  [15:38:16] -------------------------
                  [15:38:16] *** Starting Win32GL Subsystem ***
                  [15:38:16] Registering ResourceManager for type Texture
                  [15:38:16] Registering ResourceManager for type Font
                  [15:38:16] GL_VERSION = 2.1.0.0
                  [15:38:16] GL_VENDOR = Intel
                  [15:38:16] GL_RENDERER = Intel(R) HD Graphics
                  [15:38:16] ***************************
                  [15:38:16] *** GL Renderer Started ***
                  [15:38:16] ***************************
                  [15:38:16] Registering ResourceManager for type GpuProgram
                  [15:38:16] GLSL support detected
                  [15:38:16] GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
                  [15:38:16] FBO PF_UNKNOWN depth/stencil support: D
                  [15:38:16] FBO PF_A8 depth/stencil support: D
                  [15:38:16] FBO PF_R5G6B5 depth/stencil support: D
                  [15:38:16] FBO PF_B5G6R5 depth/stencil support: D
                  [15:38:16] FBO PF_R8G8B8 depth/stencil support: D
                  [15:38:16] FBO PF_B8G8R8 depth/stencil support: D
                  [15:38:16] FBO PF_A8R8G8B8 depth/stencil support: D
                  [15:38:16] FBO PF_A8B8G8R8 depth/stencil support: D
                  [15:38:16] FBO PF_B8G8R8A8 depth/stencil support: D
                  [15:38:16] FBO PF_FLOAT16_RGB depth/stencil support: D
                  [15:38:16] FBO PF_FLOAT16_RGBA depth/stencil support: D
                  [15:38:16] FBO PF_FLOAT32_RGB depth/stencil support: D
                  [15:38:16] FBO PF_FLOAT32_RGBA depth/stencil support: D
                  [15:38:16] FBO PF_X8R8G8B8 depth/stencil support: D
                  [15:38:16] FBO PF_X8B8G8R8 depth/stencil support: D
                  [15:38:16] FBO PF_R8G8B8A8 depth/stencil support: D
                  [15:38:16] FBO PF_DEPTH16 depth/stencil support: D
                  [15:38:16] FBO PF_SHORT_RGBA depth/stencil support: D
                  [15:38:16] FBO PF_R3G3B2 depth/stencil support: D
                  [15:38:16] FBO PF_SHORT_RGB depth/stencil support: D
                  [15:38:16] RenderSystem capabilities
                  [15:38:16] -------------------------
                  [15:38:16] RenderSystem Name: OpenGL Rendering Subsystem
                  [15:38:16] GPU Vendor: intel
                  [15:38:16] Device Name: Intel(R) HD Graphics
                  [15:38:16] Driver Version: 2.1.0.0
                  [15:38:16] * Fixed function pipeline: yes
                  [15:38:16] * Anisotropic texture filtering: yes
                  [15:38:16] * Cube mapping: yes
                  [15:38:16] * Hardware stencil buffer: yes
                  [15:38:16] - Stencil depth: 8
                  [15:38:16] - Two sided stencil support: yes
                  [15:38:16] - Wrap stencil values: yes
                  [15:38:16] * 32-bit index buffers: yes
                  [15:38:16] * Vertex programs: yes
                  [15:38:16] * Number of floating-point constants for vertex programs: 256
                  [15:38:16] * Number of integer constants for vertex programs: 0
                  [15:38:16] * Number of boolean constants for vertex programs: 0
                  [15:38:16] * Fragment programs: yes
                  [15:38:16] * Number of floating-point constants for fragment programs: 256
                  [15:38:16] * Number of integer constants for fragment programs: 0
                  [15:38:16] * Number of boolean constants for fragment programs: 0
                  [15:38:16] * Geometry programs: no
                  [15:38:16] * Number of floating-point constants for geometry programs: 0
                  [15:38:16] * Number of integer constants for geometry programs: 0
                  [15:38:16] * Number of boolean constants for geometry programs: 0
                  [15:38:16] * Tessellation Hull programs: no
                  [15:38:16] * Number of floating-point constants for tessellation hull programs: 0
                  [15:38:16] * Number of integer constants for tessellation hull programs: 0
                  [15:38:16] * Number of boolean constants for tessellation hull programs: 0
                  [15:38:16] * Tessellation Domain programs: no
                  [15:38:16] * Number of floating-point constants for tessellation domain programs: 0
                  [15:38:16] * Number of integer constants for tessellation domain programs: 0
                  [15:38:16] * Number of boolean constants for tessellation domain programs: 0
                  [15:38:16] * Compute programs: no
                  [15:38:16] * Number of floating-point constants for compute programs: 0
                  [15:38:16] * Number of integer constants for compute programs: 0
                  [15:38:16] * Number of boolean constants for compute programs: 0
                  [15:38:16] * Supported Shader Profiles: arbfp1 arbvp1 glsl glsl100 glsl110 glsl120
                  [15:38:16] * Texture Compression: yes
                  [15:38:16] - DXT: yes
                  [15:38:16] - VTC: no
                  [15:38:16] - PVRTC: no
                  [15:38:16] - ATC: no
                  [15:38:16] - ETC1: no
                  [15:38:16] - ETC2: no
                  [15:38:16] - BC4/BC5: no
                  [15:38:16] - BC6H/BC7: no
                  [15:38:16] - ASTC: no
                  [15:38:16] - Mipmaps for compressed formats: yes
                  [15:38:16] * Hardware Occlusion Query: yes
                  [15:38:16] * User clip planes: yes
                  [15:38:16] * VET_UBYTE4 vertex element type: yes
                  [15:38:16] * Infinite far plane projection: yes
                  [15:38:16] * Hardware render-to-texture: yes
                  [15:38:16] * Floating point textures: yes
                  [15:38:16] * Non-power-of-two textures: yes
                  [15:38:16] * 1d textures: yes
                  [15:38:16] * Volume textures: yes
                  [15:38:16] * Multiple Render Targets: 8
                  [15:38:16] - With different bit depths: yes
                  [15:38:16] * Point Sprites: yes
                  [15:38:16] * Wide Lines: yes
                  [15:38:16] * Hardware Gamma: yes
                  [15:38:16] * Extended point parameters: yes
                  [15:38:16] * Max Point Size: 255
                  [15:38:16] * Vertex texture fetch: yes
                  [15:38:16] * Number of texture units: 16
                  [15:38:16] * Number of vertex attributes: 16
                  [15:38:16] * Stencil buffer depth: 8
                  [15:38:16] * Number of vertex blend matrices: 0
                  [15:38:16] - Max vertex textures: 16
                  [15:38:16] - Vertex textures shared: yes
                  [15:38:16] * Render to Vertex Buffer : no
                  [15:38:16] * Hardware Atomic Counters: no
                  [15:38:16] * PBuffer support: yes
                  [15:38:16] * Vertex Array Objects: no
                  [15:38:16] * Separate shader objects: no
                  [15:38:16] * GLSL SSO redeclare interface block: no
                  [15:38:16] * Debugging/ profiling events: no
                  [15:38:16] * Map buffer storage: yes
                  [15:38:16] Particle Renderer Type 'billboard' registered
                  [15:38:16] Creating resource group 3DFMaterials
                  [15:38:16] Added resource location './Materials/' of type 'FileSystem' to resource group '3DFMaterials'
                  [15:38:16] Initialising resource group 3DFMaterials
                  [15:38:16] Parsing scripts for resource group 3DFMaterials
                  [15:38:16] Parsing script Line.material
                  [15:38:16] 'LineVp.glsl' No errors.

                  -


                  Comment

                  • Frank Steinke
                    3Dfollower
                    • Dec 2021
                    • 10

                    #10
                    Part 2:

                    [15:38:16] 'LineFp.glsl' No errors.

                    [15:38:16] Parsing script MeshDefault.material
                    [15:38:16] 'MeshDefaultVp.glsl' No errors.

                    [15:38:16] 'MeshDefaultFp.glsl' No errors.

                    [15:38:16] Parsing script Orthophoto.material
                    [15:38:16] 'OrthophotoVp.glsl' No errors.

                    [15:38:16] 'OrthophotoFp.glsl' No errors.

                    [15:38:16] Parsing script PointCloudDefault.material
                    [15:38:16] 'PointCloudDefaultVp.glsl' No errors.

                    [15:38:16] 'PointCloudDefaultFp.glsl' No errors.

                    [15:38:16] Parsing script TexturedMeshDefault.material
                    [15:38:16] 'TexturedMeshDefaultVp.glsl' No errors.

                    [15:38:16] 'TexturedMeshDefaultFp.glsl' No errors.

                    [15:38:16] Finished parsing scripts for resource group 3DFMaterials
                    [15:38:16] Creating resources for group 3DFMaterials
                    [15:38:16] All done
                    [15:38:16] Loading resource group '3DFMaterials' - Resources: 1 World Geometry: 1
                    [15:38:16] Finished loading resource group 3DFMaterials
                    [15:38:16] Creating resource group 3DFRenderer
                    [15:38:16] Added resource location './' of type 'FileSystem' to resource group '3DFRenderer'
                    [15:38:16] Parsing scripts for resource group 3DFRenderer
                    [15:38:16] Finished parsing scripts for resource group 3DFRenderer
                    [15:38:16] Creating resources for group 3DFRenderer
                    [15:38:16] All done
                    [15:38:16] Parsing scripts for resource group General
                    [15:38:16] Finished parsing scripts for resource group General
                    [15:38:16] Creating resources for group General
                    [15:38:16] All done
                    [15:38:16] Parsing scripts for resource group OgreAutodetect
                    [15:38:16] Finished parsing scripts for resource group OgreAutodetect
                    [15:38:16] Creating resources for group OgreAutodetect
                    [15:38:16] All done
                    [15:38:16] Parsing scripts for resource group OgreInternal
                    [15:38:16] Finished parsing scripts for resource group OgreInternal
                    [15:38:16] Creating resources for group OgreInternal
                    [15:38:16] All done
                    [15:38:16] Loading resource group '3DFRenderer' - Resources: 1 World Geometry: 1
                    [15:38:16] Finished loading resource group 3DFRenderer
                    [15:38:16] Font DefaultRenderingFont using texture size 1024x1024
                    [15:38:16] Texture: DefaultRenderingFontTexture: Loading 1 faces(PF_BYTE_LA,1024x1024x1) Internal format is PF_BYTE_LA,1024x1024x1.
                    [15:38:17] Available physical memory: 2063 Mb.
                    [15:38:17] 3DF Zephyr Free v. 6.010 Ready.
                    [15:38:18] Creating resource group 3DFShaders
                    [15:38:18] Added resource location 'C:/ProgramData/3DF Zephyr Resources/Shaders' of type 'FileSystem' to resource group '3DFShaders'
                    [15:38:18] Initialising resource group 3DFShaders
                    [15:38:18] Parsing scripts for resource group 3DFShaders
                    [15:38:18] Parsing script Test.material
                    [15:38:18] 'TestVp.glsl' No errors.

                    [15:38:18] 'TestFp.glsl' No errors.

                    [15:38:18] 'TestVpWf.glsl' No errors.

                    [15:38:18] 'TestFpWf.glsl' No errors.

                    [15:38:18] Finished parsing scripts for resource group 3DFShaders
                    [15:38:18] Creating resources for group 3DFShaders
                    [15:38:18] All done
                    [15:38:18] Loading resource group '3DFShaders' - Resources: 1 World Geometry: 1
                    [15:38:18] Finished loading resource group 3DFShaders
                    [15:38:20] 3DF Zephyr ready in 5.99438 seconds.
                    [15:38:35] Loading Zep...
                    [15:38:35] Done.
                    [15:38:37] Workspace loaded successfully.
                    [15:38:37] Unloading resource group 3DFShaders
                    [15:38:37] Finished unloading resource group 3DFShaders
                    [15:38:37] Destroying resource group 3DFShaders
                    [15:38:37] Unloading resource group 3DFShaders
                    [15:38:37] Finished unloading resource group 3DFShaders
                    [15:38:37] Creating resource group 3DFShaders
                    [15:38:37] Added resource location 'C:/ProgramData/3DF Zephyr Resources/Shaders' of type 'FileSystem' to resource group '3DFShaders'
                    [15:38:37] Initialising resource group 3DFShaders
                    [15:38:37] Parsing scripts for resource group 3DFShaders
                    [15:38:37] Parsing script Test.material
                    [15:38:37] 'TestVp.glsl' No errors.

                    [15:38:37] 'TestFp.glsl' No errors.

                    [15:38:37] 'TestVpWf.glsl' No errors.

                    [15:38:37] 'TestFpWf.glsl' No errors.

                    [15:38:37] Finished parsing scripts for resource group 3DFShaders
                    [15:38:37] Creating resources for group 3DFShaders
                    [15:38:37] All done
                    [15:38:37] Loading resource group '3DFShaders' - Resources: 1 World Geometry: 1
                    [15:38:37] Finished loading resource group 3DFShaders
                    [15:39:13] Loading Textured mesh 1 data.
                    [15:39:14] Done.
                    [15:39:14] Texture: StereoTexturedMeshTextured mesh 1Texture00: Loading 1 faces(PF_X8R8G8B8,8192x8192x1) Internal format is PF_X8R8G8B8,8192x8192x1.
                    [15:40:18] SysInfo | Cpu: 27.03 %; Disk (U/T): 58370/59198 MB (828 MB free, 98.60 % used); Memory (U/T): 673/3824 MB (1571 MB free, 17.60 % used)


                    Comment

                    • Frank Steinke
                      3Dfollower
                      • Dec 2021
                      • 10

                      #11
                      More data ...

                      If I create the textured mesh, again, from the amended project which only has the point cloud and mesh files available; and then save the project to the drive with plenty of room - then everything's fine. The texture mesh db file is exactly the same size as that when corrupt, but now works.

                      The key difference seems to be if an attempt is made to save a project, and 3DF has any problem with saving that instance - then the corruption is now set in place. No matter what one then does, in terms of saving elsewhere, doesn't remedy things - I need to start with a clean slate, project; and then save without any issues ... somewhere on the network.

                      What 3DF doesn't do, is tell me that I have a problem - it would be helpful if a clear warning is given; that the program may have not saved correctly.
                      Last edited by Frank Steinke; 2022-01-31, 06:14 AM.

                      Comment

                      • Andrea Alessi
                        3Dflow Staff
                        • Oct 2013
                        • 1304

                        #12
                        Hi,

                        I'm a bit confused by your last reply? Are you saving it on a remote disk? I'm asking because from your previous log that you are saving it on a local disk (C but then you talk about the network.

                        If you are saving on a network location, could try and replicate the issue locally?

                        Thanks!

                        Comment

                        • Frank Steinke
                          3Dfollower
                          • Dec 2021
                          • 10

                          #13
                          Sorry, I shouldn't have used the word, "network" - the physical drive is separated into 2 logical drives, C: and D: - I was working with reduced space on C:, so then used D:, with much more space, to store the projects. I could have used a USB drive, to the same ends - I'm quite certain it has nothing to do with where the storage is, but rather whether the program doesn't have enough disk space to work with the files as it wants to.

                          Have now done two separate projects, with very large textured mesh files, saved to D: drive - and the program is working correctly ...

                          Thanks for responding, .

                          Comment

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