CompuServe Thread

#3DS render problem

3 messages in this thread
#6830From: Bob NeebDec 16, 1991 6:54 PM
December 16, 1991 To whom it may concern, We are trying to render out a 4096×2736 compressed TGA file to disk. We have selected a null driver with the COMPRESS and TARGA switchs turned on. We keep getting back two error messages; COULDN'T ALLOCATE IMAGE BUFFER (CONTINUE) and INIT OF DRIVER FAILED (CONTINUE). We have also tried to render this out to 2048×1368 but receive the same errors. We have a client needing this by the end of the week. Do you have any solutions ? The 3ds file contains the following information: 4,827,420 bytes in size (All objects have been welded and normals unified) 1 spotlight casting shadows Aprox. 180,000 faces Aprox. 80,000 vetices Anti-aliasing set to LOW PHONG shading using a NULL driver saving to a COMPRESSED TARGA file We have approx. 50 megabytes free on our drive, a WEITEK chip and 4 meg of ram on a 486 Northgate computer. We have also tried rendering this on an Everex Step 25 386 with 8 meg of ram and two hard disks. The C drive contains the software and has 23 meg available, the D drive contains the 3ds file and has 45 meg avilable. Both machines received the same error messages. We would appreciate any suggestions! Sincerely, SPECTRUM 7 Inc. Jim Kiefer & Bob Neebn
#6835From: CSA/CADec 16, 1991 8:15 PM
Dear Jim & Bob, Personally, I think that 50M free isn't likely to be enough, particularly if you have texture maps. That's a darn good-sized model, and the memory requirements will be substantial. This means that on a 4M RAM machine, you are doing some serious spooling off to disk, even without textures. Thus, a large swap file is going to be created (maybe 20Meg. or so). A 2048 x 1368 file (in 24-bit only, not 32-bit) is about 8.5Meg uncompressed (if you have Save-Last-Image= YES) than this file is being created. Plus, add the resulting .TGA file you're trying to write (less than the 8.5Meg if compressed). Add textures, and your memory/swap file requirements go up. You might want to look for Gary Yost's recent discussion of such requirements in the libraries. Best suggestion I can give you is to: 1) edit your 3DS.SET file to turn off Last-Image rendering; 2) make sure that ALPHA=NO, so that the additional 8 bits per pixel is not written; 3) make sure you are writing a compressed .TGA; 4) get more RAM; 5) get more disk space; 6) simplify your model geometry; 7) cut down on use of textures. Kevin Krell – Computer Support Associates
#6837From: Evan Yares [WeirdTM]Dec 16, 1991 8:33 PM
Bob: Please read message number 6611. Evan