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IDProjectCategoryView StatusDate SubmittedLast Update
0006787opensim[REGION] Physics Enginespublic2013-10-01 12:212016-04-27 22:19
Reporteraiaustin 
Assigned ToRobert Adams 
PrioritynormalSeverityminorReproducibilityalways
StatusconfirmedResolutionopen 
PlatformPCOSWindowsOS Version8
Product Versionmaster (dev code) 
Target VersionFixed in Version 
Summary0006787: [BULLETSIM SHAPE MESH]: All mesh triangles degenerate and [BULLETSIM SHAPE]: Mesh asset would not mesh.
DescriptionI am seeing these errors on a number of mesh components in loaded OARs on OSGrid when using BULLETSIM which do not show when using ODE.

These examples are from the "Undersea Observatory OAR" from Justin Reeve at
http://blog.wsd.net/jreeve/opensim-worlds/ [^]

Additional InformationMesh errors for Undersea OAR with BulletSim physics enabled

12:50:09 - -Prim=Drinking
Glass 4/c1731216-3cb7-48e7-8f9d-c55ef5c8d9bb/pos=<159.5277, 120.3613, 8.932038>/
rgn=BulletSim/Marineville
12:50:09 - [BULLETSIM SHAPE]: Mesh asset would not mesh. prim=Drinking Glass 4/c
1731216-3cb7-48e7-8f9d-c55ef5c8d9bb/pos=<159.5277, 120.3613, 8.932038>/rgn=Bulle
tSim/Marineville, texture=15c5c785-8568-49a9-94ff-c41266498c11
12:50:09 - [BULLETSIM SHAPE MESH]: All mesh triangles degenerate. Prim=Bowl of O
ranges/6d1b9cc8-d67e-4a6f-9d9f-35e1ca2ba521/pos=<153.6586, 134.567, 8.959545>/rg
n=BulletSim/Marineville
12:50:09 - [BULLETSIM SHAPE]: Mesh asset would not mesh. prim=Bowl of Oranges/6d
1b9cc8-d67e-4a6f-9d9f-35e1ca2ba521/pos=<153.6586, 134.567, 8.959545>/rgn=BulletS
im/Marineville, texture=ae1edc20-e1ce-44cf-a61c-29ff60d74f9a
12:50:12 - [BULLETSIM SHAPE MESH]: All mesh triangles degenerate. Prim=Primitive
/dae95981-8748-4747-81a5-a5cabb1e0c73/pos=<158.1611, 137.9166, 9.188704>/rgn=Bul
letSim/Marineville
12:50:12 - [BULLETSIM SHAPE]: Mesh asset would not mesh. prim=Primitive/dae95981
-8748-4747-81a5-a5cabb1e0c73/pos=<158.1611, 137.9166, 9.188704>/rgn=BulletSim/Ma
rineville, texture=1e11ce4c-1fc8-47d8-8290-8cf9221cb456
12:50:13 - [BULLETSIM SHAPE MESH]: All mesh triangles degenerate. Prim=LK-corkbo
ard/57eb947a-ee2c-4579-9fef-80e37517e55f/pos=<148.6268, 108.9034, 3.455999>/rgn=
BulletSim/Marineville
12:50:13 - [BULLETSIM SHAPE]: Mesh asset would not mesh. prim=LK-corkboard/57eb9
47a-ee2c-4579-9fef-80e37517e55f/pos=<148.6268, 108.9034, 3.455999>/rgn=BulletSim
/Marineville, texture=731dec54-4bf5-4ab7-814d-3e4ebf4fc3bc
12:50:13 - [BULLETSIM SHAPE MESH]: All mesh triangles degenerate. Prim=Primitive
/64f7f3f9-82fc-4a16-bf1a-2694756c5436/pos=<148.6114, 109.7797, 3.238736>/rgn=Bul
letSim/Marineville
12:50:13 - [BULLETSIM SHAPE]: Mesh asset would not mesh. prim=Primitive/64f7f3f9
-82fc-4a16-bf1a-2694756c5436/pos=<148.6114, 109.7797, 3.238736>/rgn=BulletSim/Ma
rineville, texture=0e89f80c-6630-40e3-b38b-b00c5ad409ee
TagsNo tags attached.
Git Revision or version numberr.23705
Run Mode Grid (Multiple Regions per Sim)
Physics EngineBulletSim
Script Engine
Environment.NET / Windows64
Mono VersionNone
ViewerN/A
Attached Filesjpg file icon Bowl-of-Oranges-Sculpt-Object.jpg [^] (219,194 bytes) 2013-10-02 07:07


jpg file icon Nebs-Campfire-Sculpt-Issues-With-BulletSim.jpg [^] (325,257 bytes) 2013-10-08 05:53

- Relationships
related to 0006757assignedRobert Adams [BULLETSIM SHAPE] Mesh asset would not mesh. WARN - OpenSim.Region.Physics.BulletSPlugin.BSScene 

-  Notes
(0024422)
aiaustin (developer)
2013-10-02 07:07

I found the objects in the Undersea Observatory OAR that are causing the problems... they seem to be "Sculpt" type objects and look visually okay. But there may be something odd about them, as their sculpt texture is not the normal multi-coloured style. but appears transparent in the sculpt texture window for the edit object tool./ See example image.... Bowl-of-Oranges-Sculpt-Object.jpg
(0024423)
hack13 (reporter)
2013-10-02 08:58

I can confirm this issue, I see it happens with many sculpts in several Zadaroo OARs as well.
(0024425)
aiaustin (developer)
2013-10-02 09:41

I checked each object reporting a red Bulletsim error and its not only sculpt objects that signal this error. There were also some "LK Corkboard" objects each element of which was a simple prim.

I was able to remove the errors by setting the offending objects to be "Phantom".
(0024426)
hack13 (reporter)
2013-10-02 10:39

It would seem then Bullet is having issues meshing objects that are sculpted
(0024427)
Gwyneth Llewelyn (reporter)
2013-10-02 17:31

I can report the same message with some very old sculpts (originally brought from SL).
(0024433)
aiaustin (developer)
2013-10-08 05:53
edited on: 2013-10-08 05:54

An example I have found that will not generate the mesh correctly is Nebs Sculpted CampFire. the problem is with each of the logs... once again the object sculpt map works fine visually but appears as a transparent texture in the previewer. See attached image

     Nebs-Campfire-Sculpt-Issues-With-BulletSim.jpg

12:58:23 - [BULLETSIM SHAPE MESH]: All mesh triangles degenerate. Prim=Primitive
/ebe70f79-c46c-442a-9405-3b03bfa0b64f/pos=<218.2702, 199.0488, 21.12488>/rgn=Bul
letSim/Space City
12:58:23 - [BULLETSIM SHAPE]: Mesh asset would not mesh. prim=Primitive/ebe70f79
-c46c-442a-9405-3b03bfa0b64f/pos=<218.2702, 199.0488, 21.12488>/rgn=BulletSim/Sp
ace City, texture=cbb5c3ad-3881-4178-abad-88e477136d18

Ticking phantom on the objects makes the meshing errors with BulletSim go away.

(0024552)
Gwyneth Llewelyn (reporter)
2013-10-21 04:03

I have checked on some of the sculpts that exhibit this error, and compared it with ODE. ODE also gives an error — that it couldn't fetch the sculpt texture. And visually, in my case, I have found out lots of objects which had 'lost' the sculpt texture (this happened years ago, not recently) and which showed as 'blobs' now give this error with BulletSim.

If so, and at least in my case, this is normal. There are entries in the database pointing to a sculpt texture which doesn't exist. ODE would just say, "unable to retrieve sculpt texture" or something like that, so it wasn't a 'surprise'. BulletSim gives these more cryptic errors, 'all mesh triangles degenerate' and 'mesh asset would not mesh' — but in both cases, the problem is in my asset database, and not related to BulletSim at all.

I have many of those objects with missing sculpt textures and didn't test each of them exhaustively, but definitely the majority of the 'errors' are related to my asset database issues, and not with BulletSim.
(0025127)
kenvc (reporter)
2014-02-05 17:26

I also see these messages all the time in the console and log on startup.
(0025132)
Robert Adams (administrator)
2014-02-06 07:01

That has also been my observation -- there exist many sculpties that are either missing textures or the sculptie creation tool is creating odd meshes that view correctly but really aren't good physical shapes.

Maybe the 'fix' is to make the error messages less scary.
(0025134)
Mata Hari (reporter)
2014-02-06 09:13

Solution 0000002 (which I've done for a few) is to rez the sculpt, export it to dae, open that in Blender and fix it, if necessary make a supplemental physics shape, then re-import as a mesh which both ODE and Bullet have no trouble with at all.
(0025256)
jak.daniels (reporter)
2014-02-21 08:36

I have a box of 'One Prim Sculpty Roofs'. Inside there are 17 different sculpt maps for various roof shapes. Some of them work fine, others (e.g. 'Jacey-roof_11') will trigger this error when set as the prims sculpt texture. The objects physics then becomes a large impenetrable box around the object. The objects all render just fine on the screen and work ok in ODE too. What's odd is that some of the other textures also cause this problem *sometimes* but not always, i.e. I can have two prims with the same sculpt texture, one is broken, the other is not! Would they be useful to dissect to see what within the texture is causing Bulletsim to fail to mesh them?
(0025258)
Robert Adams (administrator)
2014-02-21 08:45

the problem occurring 'sometimes' is probably a race condition in BulletSim -- creating the mesh has to be delayed to wait for the texture to be fetched from the asset service and BulletSim creates a temporary physical box for the object and rebuilds the object with the real shape when the asset arrives. I've found other race conditions in that code before.

Yes it would be useful to checkout them out. You might have 'big' meshes (bigger than I usually test with) or something other difference that shows up the problem and would help finding the fix. Is the box of roofs in OSGrid? If so, could you give a copy to 'Robert Adams' (I won't share)? Does that work?
(0025259)
jak.daniels (reporter)
2014-02-21 08:57

Ok sent via your profile's 'Give Item' box and from within osgrid. Let me know if you don't receive it!

- Issue History
Date Modified Username Field Change
2013-10-01 12:21 aiaustin New Issue
2013-10-02 07:07 aiaustin Note Added: 0024422
2013-10-02 07:07 aiaustin File Added: Bowl-of-Oranges-Sculpt-Object.jpg
2013-10-02 08:58 hack13 Note Added: 0024423
2013-10-02 09:41 aiaustin Note Added: 0024425
2013-10-02 10:39 hack13 Note Added: 0024426
2013-10-02 17:31 Gwyneth Llewelyn Note Added: 0024427
2013-10-08 05:53 aiaustin Note Added: 0024433
2013-10-08 05:53 aiaustin File Added: Nebs-Campfire-Sculpt-Issues-With-BulletSim.jpg
2013-10-08 05:53 aiaustin Note Edited: 0024433 View Revisions
2013-10-08 05:54 aiaustin Note Edited: 0024433 View Revisions
2013-10-18 09:25 Robert Adams Assigned To => Robert Adams
2013-10-18 09:25 Robert Adams Status new => assigned
2013-10-18 12:06 aiaustin Relationship added related to 0006757
2013-10-21 04:03 Gwyneth Llewelyn Note Added: 0024552
2014-02-05 17:25 kenvc Note Added: 0025126
2014-02-05 17:26 kenvc Note Added: 0025127
2014-02-05 17:26 kenvc Status assigned => confirmed
2014-02-05 17:26 kenvc Note Deleted: 0025126
2014-02-06 07:01 Robert Adams Note Added: 0025132
2014-02-06 09:13 Mata Hari Note Added: 0025134
2014-02-21 08:36 jak.daniels Note Added: 0025256
2014-02-21 08:45 Robert Adams Note Added: 0025258
2014-02-21 08:57 jak.daniels Note Added: 0025259


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