Material Editor crashes still persist
by Scottie Sirius · in Torque 3D Professional · 11/04/2010 (9:00 pm) · 30 replies
When I open the World Editor and then the materials editor and let it sit for a minute, it crashes the world editor. At the moment I have 1049 materials listed 1020 are mapped 29 unmapped.
The error screen looks like this...

The error screen looks like this...

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Creating the AlterVerse! www.AlterVerse.com
#22
Look what I found... %videoMem = GFXCardProfilerAPI::getVideoMemoryMB();
12/15/2010 (4:25 am)
Quote:Do anyone know of a easy quick way to track video memory use?
Look what I found... %videoMem = GFXCardProfilerAPI::getVideoMemoryMB();
#23
Its great that the community have jumped in with so many other ways to display video ram...
12/20/2010 (8:09 am)
Now that i have this back in the spotlight, %videoMem = GFXCardProfilerAPI::getVideoMemoryMB(); do not report current video ram. Its great that the community have jumped in with so many other ways to display video ram...
#24
01/07/2011 (10:54 pm)
Logged as THREED-1299.
#25
I wanted to pop in and let you know that I was able to reproduce this issue on my system, and have put a reasonable fix in for 1.1 Final.
The crashing was indeed due to memory usage of unique textures. To test this on my system, I created over 50 unique, 2048x2048 textures, and built their corresponding materials in the Material Editor. Brining up the Material Browser, my system crashed after loading unique texture 44. The GUI bitmap button controls maintain a copy of the texture in system memory, and that is what I ended up running out of for the 32-bit T3D process.
What I've done is modified the monolithic Material Browser and split everything into a dynamic set of pages. You may use a popup to modify how many materials are displayed per page (10, 15, 25, 50, ...). And to navigate, you use buttons that are similar to those on a forum: First, Previous, Page Numbers (1, 2, 3, ...), Next, Last.
Even with these changes in place, it may be possible to run out of memory. Running a big game and attempting to browse a page with a lot of very large textures could still hit this. Filters are your friends!
- Dave
02/14/2011 (10:26 am)
Greetings!I wanted to pop in and let you know that I was able to reproduce this issue on my system, and have put a reasonable fix in for 1.1 Final.
The crashing was indeed due to memory usage of unique textures. To test this on my system, I created over 50 unique, 2048x2048 textures, and built their corresponding materials in the Material Editor. Brining up the Material Browser, my system crashed after loading unique texture 44. The GUI bitmap button controls maintain a copy of the texture in system memory, and that is what I ended up running out of for the 32-bit T3D process.
What I've done is modified the monolithic Material Browser and split everything into a dynamic set of pages. You may use a popup to modify how many materials are displayed per page (10, 15, 25, 50, ...). And to navigate, you use buttons that are similar to those on a forum: First, Previous, Page Numbers (1, 2, 3, ...), Next, Last.
Even with these changes in place, it may be possible to run out of memory. Running a big game and attempting to browse a page with a lot of very large textures could still hit this. Filters are your friends!
- Dave
#26
Thumbs must be generated at the time a material is saved or,
for for those materials that it doesn't find a linked thumb (like materials you code outside material editor that, I must say, has a very bad usability)...
02/14/2011 (1:36 pm)
I think may be also useful to have just little thumbs in the material browser.Thumbs must be generated at the time a material is saved or,
for for those materials that it doesn't find a linked thumb (like materials you code outside material editor that, I must say, has a very bad usability)...
#27
a long over due fix.
mmm,
any idea when 1.1 will be up?
ballpark?
02/14/2011 (3:20 pm)
oh well done David,a long over due fix.
mmm,
any idea when 1.1 will be up?
ballpark?
#28
------------------
That initial material editor and browser are pieces of crap.
- chunky, time consuming, not professional level at all.
// Edited in with a smile covering the frustration:
Having a directory tree for material housing would be a great addition to the filter system. "Load materials in directory ~/fish/carribean" instead of "LOAD ALL FREAKIN MATERIALS IN THE ENTIRE FREAKIN GAME PACKAGE".
- Tag systems are nice to have but ONLY after there is a proper load system for browsing custom directory structures. It's another noob tool like that sketch tool. (Noobs can game dev..weeeeeeeee!)
..who made the initial mat.editor systems ..Nooby McNoobington ? :D
02/15/2011 (8:02 am)
Thank You David, I can't wait to see the changes.------------------
That initial material editor and browser are pieces of crap.
- chunky, time consuming, not professional level at all.
// Edited in with a smile covering the frustration:
Having a directory tree for material housing would be a great addition to the filter system. "Load materials in directory ~/fish/carribean" instead of "LOAD ALL FREAKIN MATERIALS IN THE ENTIRE FREAKIN GAME PACKAGE".
- Tag systems are nice to have but ONLY after there is a proper load system for browsing custom directory structures. It's another noob tool like that sketch tool. (Noobs can game dev..weeeeeeeee!)
..who made the initial mat.editor systems ..Nooby McNoobington ? :D
#29
02/16/2011 (9:52 am)
...Nooby McNoobington comment made me spit my drink out...
#30
04/13/2011 (5:34 pm)
Fixed in 1.1 Final and Preview.
Torque Owner TheGasMan
G.A.S. [+others]
// oops! that's not what I was thinking about but it could be useful to someone.
- I used to have a very simple GUI gauge, but I can't remember the name.