If you are headless and in windows it will pick null renderer instead of dx9. It prints the selected plugin to the console too, so you can be sure. We use same server OS and null renderer and it works fine. The machines we are using dont have graphics cards and you dont need a proper GPU.
Just be sure latest directx 9 is installed (the msi installer should have suggested it if you dont). You still need directx installed even if null renderer is used, heck even if you dont load dx9 plugin at all. This is because we link to it in OgreRenderingModule for the dx blitting, its kind of unfortunate. If you want to build non-dx requiring Tundra, you can switch DIRECTX_ENABLED to 0 in the main CMakeLists.txt before building. Also if you are --headless meshes should not even be loaded to ogre at all. They get null factories assigned to them and they are just "ignored" after the asset download is completed. So I dont know how meshes could cause the crash. Null renderer also fakes ogres rendering plugin system in a way that (afaik... hmm) it never puts anything to the GPU, just reserves and frees memory blocks (not in the gpu) when asked. Best regards, Jonne Nauha Adminotech developer On Tue, Oct 11, 2011 at 5:07 PM, Toni Alatalo <[email protected]> wrote: > On Oct 11, 2011, at 4:43 PM, Warren Sheaffer wrote: > > When installing Tundra on a Windows 2008 server with a very marginal > (on-board) graphics card we hang-up. I was wondering if the server needed a > graphics card when starting Tundra in "headless" mode. It appears that it > does due to issues we have with it hanging when attempting to load an Ogre > mesh. > > > You could test what happens with the NullRendering plugin. > > I suppose you are already running with --headless? > > The Ogre rendering plugin used can be configured in Ogre's plugins.cfg, > which by default apparently looks like this: > Plugin=RenderSystem_Direct3D9 > #Plugin=RenderSystem_Direct3D10 > #Plugin=RenderSystem_Direct3D11 > Plugin=RenderSystem_GL > Plugin=RenderSystem_NULL > > Perhaps commenting out others and leaving just NULL will make it use that. > The null plugin has basically just stubs for the Ogre things so doesn't do > (much) with gpu. I'm on mac now where don't have it built so can't test, I > think the Admino hosting system (used e.g. for the public > www.realxtend.org demo) uses the null renderer (Jonne has configured > that). > > Warren > > > ~Toni > > On Tue, Oct 11, 2011 at 1:34 AM, Jonne Nauha <[email protected]> wrote: > >> This is how I usually work with Tundra. I usually use both server >> (headless) and client as I most of the time need them both to make stuff :) >> >> Open cmd prompt and go to your install location. >> >> Tundra.exe --server --headless --protocol udp --file >> E:/RealXtend/OgreMeshTests/yours.txml >> Tundra.exe --config viewer-browser.xml >> >> Host: localhost:2345 >> Name: something >> Check UPD >> >> As Toni said the storages should be trasferred to your client from the >> server. If not and you get "could not request asset" errors. Try running the >> client with added "--storage E:/RealXtend/OgreMeshTests". >> >> For the original problem if it hangs after you try to add your txml >> content it must be hanging when copying the assets under >> <installdir>/data/assets (you could look if it copied anything there >> successfully). I dont recall the security model for XP but I make the >> default local storage <installdir>/data/assets writable for all users to >> avoid this kind of thing from happening to everyone on vista/win7. It's a >> little bit of a problem always to write in the install dir, we should not do >> it. But if you install Tundra with the idea you are going to host stuff you >> should be a admin or know how to run stuff as admin so you wont get things >> like this. We should propably move the default asset storage to >> %appdata%/Tundra/assets imo and we propably will in some future release. In >> the meanwhile if windows is giving you a hard time you can try to install to >> eg root of C:\ as its the not governed by windows as program files might be. >> Again I dont really remember how XP works that well and the rex devs dont >> really regularly test things on XP. >> >> Keep us posted how it goes. >> >> Best regards, >> Jonne Nauha >> Adminotech developer >> >> >> >> On Tue, Oct 11, 2011 at 8:42 AM, Toni Alatalo <[email protected]> wrote: >> >>> On Oct 11, 2011, at 6:11 AM, Evan wrote: >>> >>> In CMD I do: Tundra.exe --headless --server --ogrecapturetopwindow >>> I run the client from Start Menu and connect to 127.0.0.1:2345 and I >>> get the black screen, no problem. >>> >>> I then take my .txml file (at E:\RealXtend\OgreMeshTests\) and drag >>> and drop and go through the motions to add the object. >>> >>> >>> When working locally, I usually do this a bit diffently: >>> >>> 1) have a dir with my project, with the scene txml >>> 2) open the server by specifying that txml, either: >>> a) doubleclick the txml >>> b) do Tundra --file d:\myproj\myscene.txml >>> >>> Then if need to connect to it in client mode too, start a client with >>> --storage d:\myproj\ option. >>> >>> Nowadays the server can also communicate this storage conf to the client, >>> but iirc it requires setting some additional param to the server. Ali gave >>> the instructions once on irc, --help doesn't seem to doc that, we need to >>> add it there and in some docs I figure. >>> >>> When I click "Add Content" it just hangs and in the server window I >>> get a message in yellow "Warning: Server specified the client to use >>> the storage "System" as default, but it is not a replicated storage!" >>> >>> >>> The procedure above sets d:\myproj\ as the default storage on the server. >>> >>> If you just do plain Tundra.exe without --file or --storage, it uses >>> 'System' storage, which IIRC is the data folder in the program files or your >>> windows appdata or somewhere, not usually the thing that you want anyway. >>> >>> With the way described here, drag&dropping meshes or txml snippets etc. >>> adds the referenced assets (materials, textures) etc. to your project >>> directory automatically. For just building a scene you don't need separate >>> server and client, but can just run Tundra (as what I call) standalone .. if >>> you omit --headless from the server run, it works like a viewer for building >>> (but doesn't get avatars, client side chat ui etc. because those scripts are >>> specified to give the ui in client mode only). >>> >>> Hopefully this clarified something, >>> ~Toni >>> >>> -- >>> http://groups.google.com/group/realxtend >>> http://www.realxtend.org >>> >> >> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org >> > > > > -- > Warren Sheaffer > 651-699-5006(h) > 651-261-6669(c) > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org
