[Verse-dev] New results about the missing triangles, nodeid reminder

Eskil Steenberg verse-dev@blender.org
Wed, 18 Aug 2004 23:57:15 +0200


Hi

>
> This may be interesting for Eskil:
> i have adapted and tested my old and my new geometry pusher, so that 
> they use nodeids as suggested. Now all models seem complete, no 
> triangles are missing. I don't know why i once saw missing triangles 
> with the new server code (the patch that Eskil sent me), it works now.
>
> The cause of the difference between missing triangles and complete 
> models lies at the patched file (vs_node_geometry.c). The old one 
> causes missing triangles, the new seems to fix the bug. Thanks so far!

Thats great news! I know the verse source isnt optimal but then it 
atleast works.

> But i also noticed that when i let the output print to the console 
> instead of sending it to a file and load up a large mesh (70.000 
> faces), the server will stop to accept data after a while, the client 
> pushing the data hasn't finished the process and is asleep waiting for 
> an answer  of the server. The server will react to another client 
> sending another mesh, but also stop before the mesh is completely 
> uploaded. The viewer receives some data, but shows nothing, which 
> indicates that it only receives vertex data, but not indices. I guess 
> that this problem is caused by a network buffer overflow or something 
> similar.

Interesting, I know that print outs take up a lot of CPU and slowing 
things down. so it could be something that has to do with timing. I will 
look in to it.

>
> Again a question from an older mail that seems to got lost:
>
> Eskil proposed using nodeids -1,-2,-3,... for creating layers.
> Let's say i create a lot of layers, the numbers get smaller. When is 
> it safe to start again at -1?
>
when you have reseved the layers back from the server.

Again i will look in to how you can use only -1 in the next release.

Cheers

E