Difference between revisions of "AssetTroubleshooting"

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==Troubleshooting for Asset Import==
 
==Troubleshooting for Asset Import==
  
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*First check the messages that ColladaConv outputs. The converter is usually quite verbose and outputs warnings when some unsupported Collada tags are found. If there are serious warnings or even errors chances are high that your model won't be displayed correctly.
 
*First check the messages that ColladaConv outputs. The converter is usually quite verbose and outputs warnings when some unsupported Collada tags are found. If there are serious warnings or even errors chances are high that your model won't be displayed correctly.
  
*Optionally check the files that ColladaConv has written. There should be one .scene.xml file and one .geo file, possibly also an .anim file if your model has animations. You can quickly look into the scene.xml file to check that it looks like valid XML (no obvious errors). You should see a Model node as root node and some Mesh and possibly Joint nodes. There should also be at least on material which is created by the converter.
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*Optionally check the files that ColladaConv has written. There should be one .scene.xml file and one .geo file, possibly also an .anim file if your model has animations. You can quickly look into the scene.xml file to check that it looks like valid XML (no obvious errors). You should see a Model node as root node and some Mesh and possibly Joint nodes. There should also be at least one material which is created by the converter.
  
 
*After having started (and quit again) your application, check the EngineLog.html file to see if some resources could not be loaded or if some other problems occurred.
 
*After having started (and quit again) your application, check the EngineLog.html file to see if some resources could not be loaded or if some other problems occurred.
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*If there are no related errors in the log, enable debug view in your application (default in samples is F7). This shows you the raw geometry without any pipeline commands and shaders applied. If the model is visible, you can assume that it is a problem with the materials, shader or pipeline. If the model is not visible, either the geometry is not valid or you have placed the model scene node somewhere outside the camera frustum.
 
*If there are no related errors in the log, enable debug view in your application (default in samples is F7). This shows you the raw geometry without any pipeline commands and shaders applied. If the model is visible, you can assume that it is a problem with the materials, shader or pipeline. If the model is not visible, either the geometry is not valid or you have placed the model scene node somewhere outside the camera frustum.
  
*If the debug view test revealed that it is a rendering (material, shader, pipelie problem), you can look into the material files of your model. Usually materials should have a shader specified and in the standard case a diffuse texture. Please note, currently there is no shader in the SDK which just uses a plain color for diffuse (but it is very easy to write one if you know about shaders). A simple workaround is to apply a very small texture map to your model that contains the desired color.
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*If the debug view test revealed that it is a rendering (material, shader, pipelie problem), you can look into the material files of your model. Usually materials should have a shader specified and in the standard case a diffuse texture. Please note, currently there is no shader in the SDK which just uses a plain color for diffuse (but it is very easy to write one if you know about shaders and a [http://mm-werkstatt.informatik.uni-augsburg.de/public/Horde3D/assets/Horde3D/shaders/materialCol.shader.xml very simple one] can be found in the [[Community Branch | Community SVN]] ). A simple workaround is to apply a very small texture map to your model that contains the desired color.
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Latest revision as of 17:50, 3 January 2010

Troubleshooting for Asset Import

Feel free to extend this article with your own experience and tips!


You are trying to load and display your model in one of the Horde3D samples (or your own app) but don't see it. What could go wrong?

  • First check the messages that ColladaConv outputs. The converter is usually quite verbose and outputs warnings when some unsupported Collada tags are found. If there are serious warnings or even errors chances are high that your model won't be displayed correctly.
  • Optionally check the files that ColladaConv has written. There should be one .scene.xml file and one .geo file, possibly also an .anim file if your model has animations. You can quickly look into the scene.xml file to check that it looks like valid XML (no obvious errors). You should see a Model node as root node and some Mesh and possibly Joint nodes. There should also be at least one material which is created by the converter.
  • After having started (and quit again) your application, check the EngineLog.html file to see if some resources could not be loaded or if some other problems occurred.
  • If there are no related errors in the log, enable debug view in your application (default in samples is F7). This shows you the raw geometry without any pipeline commands and shaders applied. If the model is visible, you can assume that it is a problem with the materials, shader or pipeline. If the model is not visible, either the geometry is not valid or you have placed the model scene node somewhere outside the camera frustum.
  • If the debug view test revealed that it is a rendering (material, shader, pipelie problem), you can look into the material files of your model. Usually materials should have a shader specified and in the standard case a diffuse texture. Please note, currently there is no shader in the SDK which just uses a plain color for diffuse (but it is very easy to write one if you know about shaders and a very simple one can be found in the Community SVN ). A simple workaround is to apply a very small texture map to your model that contains the desired color.