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run on aach64 paltfrom (allwinner T507) crash #246
Hello. It looks like initialization part was, for some reason, not copied from GL4 backend, where it is done correctly.
Please try copying lines 267, 268 and 442 from egRendererBaseGL4.cpp to egRendererBaseGLES3.cpp and check whether it works for you.
and how can i add a args like to make mode self-luminous (not need env light )
Sorry, I do not fully understand the question. Do you want objects to be visible without point and spot lights? There is some ambient lighting, done with the pipeline (check pipelines/globalSettings.material.xml). You can change the image file used in the material to change the color. Also check https://github.com/horde3d/Horde3D/blob/master/Horde3D/Docs/html/_pipeline.html
As for objects that self-emit lights (with textures) - there is currently no predefined shader for that, you will have to write a new shader that provides implementation for this functionality.
as image why i export R8 model file (R8.dae) from blender and use command (./ColladaConv models/R8/AudiR8.dae) conver to AudiR8.scene.xml run on arm64 planfrom (allwinner T507) but i get a damaged model view?
There can be a number of reasons. First, check if there are any errors during exporting from blender to collada (check blender log). Also check that everything is exported as triangle mesh. Then, check if there are any collada converter errors during converting from collada to horde format. Next, if the model has materials (and textures), check that they are available to your application (should be in a path that is used for resource loading).
Does the model look incorrect from all angles or only when you are up close?
Parsing dae asset 'models/R8/AudiR8.dae'...
Compiling model data...
Removed 76 degenerated triangles from mesh ızgara
Removed 1456 degenerated triangles from mesh teker_001
Removed 17 degenerated triangles from mesh Plane
Warning: Material '' not found
Removed 32 degenerated triangles from mesh Cube_001
Warning: Geometry has zero-length basis vectors
Maybe two faces point in opposite directions and share same vertices
Degenerated triangles mean that some triangles are treated as incorrect and are discarded. Also material seems to be missing or failed to convert.
Can you upload the model somewhere for testing?
Blender exports works but you have to export with only the basics, ie triangles, normals, UVs, tangents, and skeleton and animations.
Everything else needs to be baked in or disable on export.
I would recommend getting another 3D application for .dae validation, I use https://www.assimp.org/ for test/converting.
But there's also MeshLab, Wings 3D, SketchUp FreeCAD etc.
Basically, if they have big problems with your .dae then there's no point continuing to ColladaConv.
I recommend having ColladaConv debugable in your development environment so you can see what it's doing.
Or using the develop branch which has a -verbose option which is useful to see where it get's stuck for clues.
Activity
algts commentedon Jul 2, 2025
Hello. It looks like initialization part was, for some reason, not copied from GL4 backend, where it is done correctly.
Please try copying lines 267, 268 and 442 from egRendererBaseGL4.cpp to egRendererBaseGLES3.cpp and check whether it works for you.
Gravity-of-eath commentedon Jul 4, 2025
OK it is working !
thanks!!!
and how can i add a args like to make mode self-luminous (not need env light )
algts commentedon Jul 4, 2025
Great!
Sorry, I do not fully understand the question. Do you want objects to be visible without point and spot lights? There is some ambient lighting, done with the pipeline (check pipelines/globalSettings.material.xml). You can change the image file used in the material to change the color. Also check https://github.com/horde3d/Horde3D/blob/master/Horde3D/Docs/html/_pipeline.html
As for objects that self-emit lights (with textures) - there is currently no predefined shader for that, you will have to write a new shader that provides implementation for this functionality.
Gravity-of-eath commentedon Jul 4, 2025
Great! thanks very mach!
Gravity-of-eath commentedon Jul 7, 2025
as image why i export R8 model file (R8.dae) from blender and use command (./ColladaConv models/R8/AudiR8.dae) conver to AudiR8.scene.xml run on arm64 planfrom (allwinner T507) but i get a damaged model view?
algts commentedon Jul 7, 2025
There can be a number of reasons. First, check if there are any errors during exporting from blender to collada (check blender log). Also check that everything is exported as triangle mesh. Then, check if there are any collada converter errors during converting from collada to horde format. Next, if the model has materials (and textures), check that they are available to your application (should be in a path that is used for resource loading).
Does the model look incorrect from all angles or only when you are up close?
Gravity-of-eath commentedon Jul 8, 2025
i change <sampleapp.cpp> like this ,so the model look incorrect from all angles
void SampleApplication::update()
{
degg += 1;
_x = cosf(H3D_DEG2RAD * (degg)) * des;
_z = sinf(H3D_DEG2RAD * (degg)) * des;
_ry = -degg + 90;
}
blender log no any error ,but ColladaConv log have some error
ieai@ubuntu:~/dae$ ./ColladaConv models/R8/AudiR8.dae
Horde3D ColladaConv - 2.0.0
Processing MODELS - Path: models/R8/AudiR8.dae
Parsing dae asset 'models/R8/AudiR8.dae'...
Compiling model data...
Removed 76 degenerated triangles from mesh ızgara
Removed 1456 degenerated triangles from mesh teker_001
Removed 17 degenerated triangles from mesh Plane
Warning: Material '' not found
Removed 32 degenerated triangles from mesh Cube_001
Warning: Geometry has zero-length basis vectors
Maybe two faces point in opposite directions and share same vertices
algts commentedon Jul 8, 2025
Degenerated triangles mean that some triangles are treated as incorrect and are discarded. Also material seems to be missing or failed to convert.
Can you upload the model somewhere for testing?
Gravity-of-eath commentedon Jul 10, 2025
i have no other devices to testing model ,but I try another model is normal. thank you!
gwald commentedon Jan 3, 2026
Happy new year!
Blender exports works but you have to export with only the basics, ie triangles, normals, UVs, tangents, and skeleton and animations.
Everything else needs to be baked in or disable on export.
I would recommend getting another 3D application for .dae validation, I use https://www.assimp.org/ for test/converting.
But there's also MeshLab, Wings 3D, SketchUp FreeCAD etc.
Basically, if they have big problems with your .dae then there's no point continuing to ColladaConv.
I recommend having ColladaConv debugable in your development environment so you can see what it's doing.
Or using the develop branch which has a -verbose option which is useful to see where it get's stuck for clues.
And don't forget that you have to create the texture and shader XML files manually.
Gravity-of-eath commentedon Jan 19, 2026
thanks !!!