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[FEATURE] Add support for Viewer and headless rendering on windows #83
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I got a numba typeerror. find the output below.
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Thank you for your reply,but when i modify the code,the other question come. the code below call cam.render(), #cam.render() will call render_offscreen function in viewer.py
this part will block the thread,how can i fix it |
(som) PS E:\code\Genesis_windows> python .\run.py
[Genesis] [14:34:16] [INFO] ╭─────────────────────────────────────────────────────────────────────────────────────╮
[Genesis] [14:34:16] [INFO] │┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉ Genesis ┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉│
[Genesis] [14:34:16] [INFO] ╰─────────────────────────────────────────────────────────────────────────────────────╯
[Genesis] [14:34:16] [INFO] Running on [NVIDIA GeForce RTX 3080 Laptop GPU] with backend gs.cuda. Device memory: 16.00 GB.
[Genesis] [14:34:16] [INFO] 🚀 Genesis initialized. 🔖 version: 0.2.0, 🌱 seed: None, 📏 precision: '32', 🐛 debug: False, 🎨 theme: 'dark'.
[Genesis] [14:34:17] [INFO] Scene <b6b2153> created.
[Genesis] [14:34:17] [INFO] Adding <gs.RigidEntity>. idx: 0, uid: <4f28967>, morph: <gs.morphs.Plane>, material: <gs.materials.Rigid>.
[Genesis] [14:34:17] [INFO] Adding <gs.RigidEntity>. idx: 1, uid: <75175ca>, morph: <gs.morphs.MJCF(file='E:\code\Genesis_windows\genesis\assets\xml/franka_emika_panda/panda.xml')>, material: <gs.materials.Rigid>.
[Genesis] [14:34:17] [INFO] Building scene <b6b2153>...
[Genesis] [14:34:41] [INFO] Compiling simulation kernels...
[Genesis] [14:35:07] [INFO] Building visualizer...
Traceback (most recent call last):
File "E:\code\Genesis_windows\genesis\ext\pyrender\numba_gl_wrapper.py", line 71, in load_func
func_ptr = GL.platform.ctypesloader.buildFunction(
File "E:\Anaconda\envs\som\lib\site-packages\OpenGL\platform\ctypesloader.py", line 96, in buildFunction
return functionType( (name, dll), )
AttributeError: function 'glGetUniformLocation' not found
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "E:\code\Genesis_windows\run.py", line 40, in <module>
scene.build()
File "E:\code\Genesis_windows\genesis\utils\misc.py", line 38, in wrapper
return method(self, *args, **kwargs)
File "E:\code\Genesis_windows\genesis\engine\scene.py", line 565, in build
self._visualizer.build()
File "E:\code\Genesis_windows\genesis\vis\visualizer.py", line 101, in build
self._context.build(self._scene)
File "E:\code\Genesis_windows\genesis\vis\rasterizer_context.py", line 70, in build
self.jit = JITRenderer(self._scene, [], [])
File "E:\code\Genesis_windows\genesis\ext\pyrender\jit_render.py", line 201, in __init__
self.gen_func_ptr()
File "E:\code\Genesis_windows\genesis\ext\pyrender\jit_render.py", line 354, in gen_func_ptr
self.gl = GLWrapper()
File "E:\code\Genesis_windows\genesis\ext\pyrender\numba_gl_wrapper.py", line 41, in __init__
load_func("glGetUniformLocation", GLint, GLuint, GLvoidp)
File "E:\code\Genesis_windows\genesis\ext\pyrender\numba_gl_wrapper.py", line 78, in load_func
func_ptr = glplatform.createExtensionFunction(
NameError: name 'glplatform' is not defined. Did you mean: 'GLplatform'?
[Genesis] [14:35:09] [INFO] 💤 Exiting Genesis and caching compiled kernels... Thanks authors for the quick correction! the typo is solved. |
(som) PS E:\code\Genesis_windows> python .\run.py
[Genesis] [16:29:11] [INFO] ╭─────────────────────────────────────────────────────────────────────────────────────╮
[Genesis] [16:29:11] [INFO] │┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉ Genesis ┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉┈┉│
[Genesis] [16:29:11] [INFO] ╰─────────────────────────────────────────────────────────────────────────────────────╯
[Genesis] [16:29:11] [INFO] Running on [NVIDIA GeForce RTX 3080 Laptop GPU] with backend gs.cuda. Device memory: 16.00 GB.
[Genesis] [16:29:11] [INFO] 🚀 Genesis initialized. 🔖 version: 0.2.0, 🌱 seed: None, 📏 precision: '32', 🐛 debug: False, 🎨 theme: 'dark'.
[Genesis] [16:29:12] [INFO] Scene <480ae95> created.
[Genesis] [16:29:12] [INFO] Adding <gs.RigidEntity>. idx: 0, uid: <1d12ad9>, morph: <gs.morphs.Plane>, material: <gs.materials.Rigid>.
[Genesis] [16:29:12] [INFO] Adding <gs.RigidEntity>. idx: 1, uid: <0328e4b>, morph: <gs.morphs.MJCF(file='E:\code\Genesis_windows\genesis\assets\xml/franka_emika_panda/panda.xml')>, material: <gs.materials.Rigid>.
[Genesis] [16:29:12] [INFO] Building scene <480ae95>...
[Genesis] [16:29:31] [INFO] Compiling simulation kernels...
[Genesis] [16:29:55] [INFO] Building visualizer...
[Genesis] [16:29:58] [INFO] Viewer created. Resolution: 1280×960, max_FPS: 60.
0
[Genesis] [16:29:58] [INFO] Running at 120.79 FPS. Hi, I found that my program will stuck at here, and no viewer displayed. I cannot even kill the script. Why? |
Thanks, My program is running normally, but no window pops up. |
Windows 11 Pro for Workstation I do:
(and edited the files to implement this PR) Then I run a basic script: https://genesis-world.readthedocs.io/en/latest/user_guide/getting_started/hello_genesis.html
The simulation works, but does not show the viewer window. What am I doing wrong? |
is no viewer rendering support added to windows |
They have plan to add viewer rendering on Windows ? |
i dont think so. because i can see they are making improvements to the engine but not the viewing. Guessing this might be abandoned after a while. Just a test release to see the market. |
We definitely have a plan! Currently a bit short in manpower but we will come back with full thrust in early Feb to start adding this |
Good to know!!! The render issue has been solved in this pull request at least the running part. I have run and tested it. Would be good if you could tell if there is a way to put a windows renderer or send the data through api and render in browser. |
你好,我用了您的分支代码,在win11上确实不会报错了,但是也没有渲染窗口弹出,该如何解决呢? |
yeah thats what i mentioned it is solving the error of running in windows but giving a render window is still now resolved |
So, the viewer for Windows is on the pipe ? |
we could also try it if you guys could help a bit actually. @Genesis-Embodied-AI |
Yes it would be extremely helpful if you guys can help make it work! |
yeah but if you could point us in the direction with a bit comments here and there regarding the bug fixes we can make it work. |
This PR initially fixes issue #12. Further tests should be investigated.