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Error: Too many vertex shader default uniform block componentserror
July 17, 2014
12:33 am
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July 16, 2014
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I have just installed smartbody on ubuntu 64. When I load any of the script examples which includes a mesh, I get this error: "Too many vertex shader default uniform block componentserror" which you can see in the log below. And, in the viewer I just see a ghost like character! Any help is appreciated. Thanks

Could not connect to localhost:61616
|--------------------------------------------|
| Starting Ogre Demo |
|--------------------------------------------|
Loading [../data/Sinbad]
Setting up joint map for Brad
Could not find Python script 'behaviorsetup.py'
Setting up Sinbad
ParseOgre::parseMesh complete
ParseOgre::parseSkinWeight Complete
Build Skinned Buffer
dynamic mesh size = 7, skin weight size = 7
meshIndexList size = 7
nTotalVtxs = 5534, nTotalTris = 7612
Setting up behavior set for MaleLocomotion...
Loading [behaviorsets/MaleLocomotion/skeletons]
** State: allLocomotion
** State: allStartingLeft
** State: allStartingRight
** State: allIdleTurn
** State: allStep
Init Steer Agent
Steer agent with name sinbad does not exist.
Setting up steering agent for character sinbad
Setting up behavior set for Reaching ...
Loading [behaviorsets/reaching/skeletons]
Motion named ChrHarmony_Relax001_LArmReachRtMidLow already exists, new motion will not be added.
Setting up reach database for sinbad
setting up reach for sinbad , numReach()=1
Configuring scene parameters and camera

 

error: Too many vertex shader default uniform block componentserror: Too many vertex shader uniform components

 

error: Too many vertex shader default uniform block componentserror: Too many vertex shader uniform components

 

error: Too many vertex shader default uniform block componentserror: Too many vertex shader uniform components

July 17, 2014
12:45 am
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Looks like a graphics card issue. What kind of card are you using and what driver do you use?

 

Ari

July 17, 2014
1:09 am
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Yes, I think the reason is that the graphics card doesn't support enough registers to store all the bone transformations. Thus only a small set of mesh get animated correctly. 

I think the easiest fix for now is to switch to CPU deformable model skinning ( Select View->Character->Deformable Geometry), or change the line 'sinbad.setStringAttribute("displayType", "GPUmesh")' to 'sinbad.setStringAttribute("displayType", "mesh")' in OgreDemo.py setup script.

 

Andrew

July 17, 2014
1:17 am
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Thanks. Well, I guess you are right! I am running smartbody on VmWare Workstation which has "VMware SVGA II Adapter" as Graphic card. I changed the "display type" to "mesh" and it worked. Thanks a lot for your help.

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