Texture Manager Errors [Solved]

tonyhnz

03-04-2006 18:45:10

I had a working cvs version of PLSM2 which i recently updated to Ogre 1.2 release.

I am getting error "Cannot find a TextureMode supported by current hardware! (shaders/num texture units...)" now with the 1.2 build.
I have not changed the config file which is quite possibly the problem..
I have an Nvidia 6600GT which should be able to handle all the splatting methods.

Here is the config for the default map :


### WARNING
## read Data2dLoader.txt, Mapsplitterreadme.txt
## in ogreaddons paginglandscape root folder before anything here.
##
# resource group name
GroupName=PLSM2


##
##

################## HeightMap OPTIONS.


#
# Before using the paginglandscape2 plugins,
# you'll have to split your big heightmap file into pages.
# Use the Mapsplitter tool for that

# Base file name for the landscape heightfield data
# The file name MUST be LandScapeFileName.x.z.LandScapeExtension (ex: landscape.0.0.png)
# and MUST be squared.

LandScapeFileName=map3
LandScapeExtension=png

# Height and Width of the landscape in number of pages
Width=2
Height=2

#
# Size of the Heightfiled in pixels (must be (power of 2) + 1)
PageSize=257
#
# Size of the Heightfiled in pixels
TileSize=65
#
## so if map is 2048x1024, with PageSize=513 and TileSize=64
# it gives 32 pages (8 pages width, 4 pages width), each 16 tiles so it's 512 tiles on the whole map.

#
# Especialized 2D data loader.
# Currently the only available loaders are 'HeightField', 'HeightFieldTC' and 'SplineField'.
#

# 8bits, grayscale images. (png, jpg, etc) or 16 bits (raw)
Data2DFormat=HeightField
# 32bits, RGBA images. (png, jpg, etc) RGB is normal information, in alpha we store heightmap
#Data2DFormat=HeightFieldN

#
# The HeightField TC is a compresed format and need to know the value range from where the
# heightfield file was compressed
MaxValue=3000
MinValue=0
# # 8bits, grayscale images. (png, jpg, etc) or 16 bits (raw)
#Data2DFormat=HeightFieldTC
# 32bits, RGBA images. (png, jpg, etc) RGB is normal information, in alpha we store heightmap
#Data2DFormat=HeightFieldNTC

#experimental spline terrain
#Data2DFormat=SplineField


#
# Scale values
# Beware that scaling is pagesize and heighmap definition range indepedant.
ScaleX=25000
ScaleY=3000
ScaleZ=25000

# if Deformation is no use for you, you can gain fps by saying no here.
Deformable=yes
# experimental VRAM saves. need instant base texture and vertex shader support
# "vertex displacment mapping"
VertexCompression=no

# Use vertex program to morph LODs, if available
VertexProgramMorph=no
# The proportional distance range at which the LOD morph starts to take effect
# This is as a proportion of the distance between the current LODs effective range,
# and the effective range of the next lower LOD
LODMorphStart=0.2
# The maximum error allowed when determining which LOD to use
MaxPixelError=20
################## LIGHTING OPTIONS.
# For lighting
# For better looking deformed texture (instantbase)
# for shader (needed to get slope)
VertexNormals=no

############### TEXTURING OPTIONS
#
TextureExtension=png
## scale factor bettween pagesize and textursize
TextureStretchFactor=2
#
#
#
# Especialized texture loader.
#
#(no pregenerated maps needed)
# Real-time (no pregenerated maps needed) splatting => splatting (needs DX9) and splatting5 (need shaders)
# Real-time (no pregenerated maps needed)Coloring => basetexture.
#
#(pregenerated maps needed)
# Deformable splatting => splatting5 (need shaders)
# Deformable Coloring => instantbasetexture.
#
#(pregenerated maps only)
# splatting => splatting2, (needs DX9) splatting3 (opengl)
# Coloring => basetexture2
# Image => Image (generated by any terrain texture generator terragen, T2, etc)
#
#
#
#DX = BaseTexture, BaseTexture2, InstantBaseTexture, Splatting, Splatting2, Splatting4, Splatting6, Splatting7
#GL = BaseTexture, BaseTexture2, InstantBaseTexture, Splatting3
#Both = BaseTexture, BaseTexture2, InstantBaseTexture, Splatting5
#



#TextureFormat=Image
#ImageFilename=
#BigImage=yes

## realtime splatting
TextureFormat=BaseTexture
## (need to generate maps with mapsplitter)
#TextureFormat=InstantBaseTexture

# Shader Splatting
# Needs pixel shader
#TextureFormat=Splatting5

#need DIRECTX
#TextureFormat=Splatting

## precalc static splatting
## (need to generate maps with mapsplitter)
#TextureFormat=BaseTexture2

#need DIRECTX
#TextureFormat=Splatting2
# Need Multitexturing Hardware DIRECTX
#TextureFormat=Splatting7

### Experimentals splatting techniques
#need DIRECTX
#TextureFormat=Splatting4

### Experimentals splatting techniques
#need OPENGL
#TextureFormat=Splatting3
#need DIRECTX
#TextureFormat=Splatting4

#²²
# For splatting3 and perhaps a pass less in splatting2 and splatting4
VertexColors=no
# For splatting3
CoverageVertexColor=no
# Forsplatting4
BaseVertexColor=no
#
BaseVertexShadow=no
#
BaseVertexInstantColor=no
#
# Splatting
# We are allowing 4 textures to build the terrain texture
# MaterialHeight to change alpha weights ( using percentages )
# for Real-time textureformat and deformable (instantbasetexture, splatting5)
MaterialHeight1=33
MaterialHeight2=66


#needs to be in Search Path directory (resources.cfg)
SplatFilename0=splatting_sand.jpg
SplatFilename1=splatting_grass.jpg
SplatFilename2=splatting_rock.jpg
SplatFilename3=splatting_snow.jpg



################## PERFORMANCES OPTIONS.
#
#
#
# Visible renderables
# This is the number of visible renderables from the current camera position
# to the border of the visible terrain. (The radius of renderables)
VisibleRenderables=80

# LOD : LEVEL OF DETAIL
#
# Distance LOD
# This is the number of renderables in the higher LOD.
#
DistanceLOD=5
#
# if not set, it's precomputed to the max possible at this TileSize.
# Must be (2^MaxRendervel < TileSize)
MaxRenderLevel=5
#
#
# FPS Processing limit
# number of renderables loading in a single frame (if needed)
NumRenderablesLoading=50
#
# WINDOWING AROUND CAMERA
#
# Num of adjacent loaded landscape pages.
MaxAdjacentPages=3
#
# Num of adjacent preloaded landscape pages.
# Must be bigger than MaxAdjacentPages + 1, the textures are loaded in a separate thread.
MaxPreloadedPages=4
#
#
# Pages Load Factor
# Pages will be load/unload when they are about PageSize^2 * ChangeFactor
ChangeFactor=1.5
#
#
# Camera Threshold
# If the last camera position minus current camera position is >= CameraTheshold
# then the scene is trasverse to check LOD.
CameraThreshold=5
#
# Memory Pool Initial Usage Values (pre-allocated renderables and tiles.)
# use debug mode to check your needs.
MaxNumRenderables=200
IncrementRenderables=200
MaxNumTiles=200
IncrementTiles=200
# Horizon Visibility computing:
# enable it if your map have moutains, cliff... not if it's mainly plane.
# everything hidden will not be send to GPU saving framerates.
HorizonVisibilityComputing=yes

Falagard

03-04-2006 19:57:22

Take a look at the new terrain config files included in the binary demo of plm2, you'll notice settings (off the top of my head) NumSupportedTextureFormats=(some number)
SupportedTextureFormat1=BaseTexture

etc. etc.

Add at least one supported texture format and set it to your current default texture format and see if that works.

tonyhnz

05-04-2006 02:37:33

I went through line by line and updated config - everything works fine now.

Thanks