Quan Posted February 14, 2010 Share Posted February 14, 2010 I have been playing around with loading scenes and working out how to use the framework when I ran into a problem with Emitters which I haven't been able to nut out. While loading a scene, I thought ' hey this would be cool with snow ' So I wipped up a emitter in a basic program then moved it into the scene loader. When I compile and run I first get a dialog box with just 0 in it. Then I get Unhanded Exception:Attempt to access field or method of null object. The debugger then points to fw.render() Any ideas as to what I am doing wrong with the Emitters ? Thanks Here is the code for the scene loader: Strict Framework leadwerks.engine Import "C:\Program Files\Leadwerks Engine SDK\BMX\Framework\framework.bmx" Include "lua-gluefunctions.bmx" AppTitle:String = "Test World" RegisterAbstractPath("C:\Program Files\Leadwerks Engine SDK\") Graphics 1024,768,0 AFilter(1) TFilter(1) Global fw:TFramework = TFramework.Create() If Not fw RuntimeError "Failed to initialize engine." SetScriptObject("fw", fw)'Setup the global script objects. SetPostFX()'Setup the post processing FX Local cam:TCamera = fw.Main.Camera MoveEntity cam, Vec3(0, 20, - 3) TurnEntity cam, Vec3(5, 0, 0) local scene:TEntity = LoadScene("abstract::basic.sbx") local snowemitter:TEmitter=CreateEmitter(100,1000) PaintEntity snowemitter,LoadMaterial("Abstract::dust.mat") SetEmitterRadius snowemitter,0,0.1 SetEmitterArea snowemitter,vec3(100) SetEmitterVelocity snowemitter,vec3(0),vec3(1) SetEmitterAcceleration snowemitter,vec3(0,-0.5,0) SetEmitterWaver snowemitter,2.0 'Local music:TSound = LoadSound("C:\BlitzMax\My Projects\LeadWerks Test\Sound\snowing.ogg") 'Global bgmusic:TSource = CreateSource(music,SOURCE_LOOP) 'PlaySource(bgmusic) Local camrotation:TVec3=Vec3(0) Local mx:Float Local my:Float Local move:Float Local strafe:Float HideMouse MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 While Not ( KeyHit (KEY_ESCAPE) ) mx=Curve(MouseX()-GraphicsWidth()/2,mx,6) my=Curve(MouseY()-GraphicsHeight()/2,my,6) MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 camrotation.x=camrotation.x+my/10 camrotation.y=camrotation.y-mx/10 RotateEntity cam,camrotation move =Curve(KeyDown(KEY_W)-KeyDown(KEY_S),move,20) strafe =Curve(KeyDown(KEY_D)-KeyDown(KEY_A),strafe,20) MoveEntity cam,Vec3(strafe/10,0,move/10) fw.Update() fw.render() Flip Wend 'Functions from Marleys Ghost simple scene loader http://leadwerks.com/werkspace/index.php?/topic/670-a-simple-scene-loader-in-blitzmax/ Function SetPostFX()'0 = off : 1 = on. fw.renderer.SetAntialias(1) fw.renderer.SetBloom(1) fw.renderer.SetGodRays(1) fw.renderer.SetHDR(1) fw.renderer.SetSSAO(0) fw.renderer.SetWireFrame(0) End Function Function SetScriptObject(name:String, o:Object) Local size:Int=GetStackSize() lua_pushbmaxobject(luastate.L,o) lua_setglobal(luastate.L,name) SetStackSize(size) EndFunction Function GetStackSize:Int() Return lua_gettop(luastate.L) EndFunction Function SetStackSize(size:Int) Local currentsize:Int=GetStackSize() If size<currentsize lua_pop(luastate.L,currentsize-size) EndIf EndFunction Quote BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870 Link to comment Share on other sites More sharing options...
macklebee Posted February 14, 2010 Share Posted February 14, 2010 you are not alone... even a simple emitter entity placed into an Editor scene and then loaded into a bmax program causes a crash now. I assume it has to do with this statement from Josh's blog: In addition, particle emitters will now store the particle velocity in the first texture coordinate array of the surface whatever that means Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Quan Posted February 14, 2010 Author Share Posted February 14, 2010 Well it seems to work if I remove the lua scripts folder from my application folder: But then no water or sky but its a start. Quote BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 I added an emitter to the test scene I use with the basic scene loader in Bmax and got the same error .. however I did not get the error when using the same scene with the basic scene loader in C++, and an emitter was placed and working. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 You have to have the scripts folder in the appdir so removal is not good lol, but intersting you then get an emitter to work after doing so... Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted February 14, 2010 Share Posted February 14, 2010 You have to have the scripts folder in the appdir so removal is not good lol, but intersting you then get an emitter to work after doing so... well i assume that shows there's an issue between lua's framework and bmax framework then? something that would affect emitters? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 Not sure yet, just trying a few things. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted February 14, 2010 Share Posted February 14, 2010 well this is interesting... wh1sper had reported the same bug for c++ on the 6th inside the tracker. but you said it works now for you in c++? did this just get fixed on the c++ side? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 well this is interesting... wh1sper had reported the same bug for c++ on the 6th inside the tracker. but you said it works now for you in c++? did this just get fixed on the c++ side? Just checking on that.. I simply ran the app as was .. need to check the C++ app with the latest scripts and DLL's .. still far too early for problem solving lol Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 ok updated the scripts, DLL's and shader.pak for the C++ app and it still runs fine. Hey god rays has a nice effect on the snow lol .. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 Extra things tried so far. Regenerated lua-gluefunctions.bmx Sync'd again (just in case) Updated the scripts in the appdir updated DLL's in appdir still getting Unhandled Exception:Attempt to access field or method of null object @ fw.render() Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted February 14, 2010 Share Posted February 14, 2010 i get the same error message but nothing that points to fw.render()... the debug option in blide points to josh's emitter.bmx... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 14, 2010 Share Posted February 14, 2010 in the standard Bmax IDE it halts and highlights fw.render() .. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Quan Posted February 15, 2010 Author Share Posted February 15, 2010 Been doing a bit more testing. It only gets upset if I load a scene with a directional light in it. As soon as I delete that light its happy but I guess that light is what creates the godrays. As a test I added a directional light to my test code with no scene and I got the same issue. Removed Emitters and the program compiles ( and I now have godrays ). Quote BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 15, 2010 Share Posted February 15, 2010 yeah you need the D-Light for G-Rays ... the same scene I am using that gets the issue in Bmax works fine in C++ the scene only has the one light, a D-Light .. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Quan Posted February 15, 2010 Author Share Posted February 15, 2010 Sitting down last night I dragged out the C++ compiler and did a bit more testing. What I found is I get the same sort of crash when I run this C++ code. If you change from a Directional Light to a point light it is fine. // ==================================================================== // This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard // Written by Rimfrost Software // http://www.rimfrost.com // ==================================================================== #include "engine.h" int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("C:/Program Files/Leadwerks Engine SDK"); SetAppTitle( "LWVS2008test" ) ; Graphics( 1024, 768 ) ; AFilter() ; TFilter() ; TWorld world; TBuffer gbuffer; world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TEntity cam; cam=CreateCamera(0); MoveEntity(cam,Vec3(0,0,-5)); TMesh cube; cube=CreateCube(0); MoveEntity(cube,Vec3(1,0,0)); TMesh ground; ground=CreateCube(0); ScaleEntity(ground,Vec3(50,.1,50)); MoveEntity(ground,Vec3(0,-20,0)); TLight light=CreateDirectionalLight(); // causes crash. // TLight light=CreatePointLight(); // works fine. PositionEntity(light,Vec3(2,2,-2)); RotateEntity(light,Vec3(45,45,0)); SetShadowmapSize(light,512); TEmitter snowemitter = CreateEmitter(500,10000); PaintEntity (snowemitter,LoadMaterial("Abstract::dust.mat")); SetEmitterRadius (snowemitter,0,0.2); SetEmitterArea (snowemitter,Vec3(100)); SetEmitterVelocity (snowemitter,Vec3(0),Vec3(1)); SetEmitterAcceleration (snowemitter,Vec3(0,-0.5,0)); SetEmitterWaver (snowemitter,2.0); EntityParent(snowemitter,cam); // Game loop while( !KeyHit() && !AppTerminate() ) { TurnEntity(cube,Vec3(1,1,0)); UpdateWorld(1); SetBuffer(gbuffer); RenderWorld(RENDER_ALL); SetBuffer(BackBuffer()); RenderLights(gbuffer); Flip(1) ; } // Done return Terminate() ; } Quote BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 16, 2010 Share Posted February 16, 2010 I think theres more to this than just the emitters Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted February 16, 2010 Share Posted February 16, 2010 yeah, this looks like there are some files that didn't get updated for this update... so far: Emitters (whether created by bmax or loaded from a sbx) will crash the bmax program with blide pointing at an issue at Emitters.bmx (maxide points to the fw.Render()) Any pointlight in a scene with water loaded into a bmax program will crash the program with blide pointing to world.bmx (maxide points to the fw.Render()) Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Quan Posted February 16, 2010 Author Share Posted February 16, 2010 Yep. Now that I can see the snow I have noticed that its falling behind the water. I think this is because its on the wrong layer but I am not sure how to tell the emitter to be in the transparency layer. When it comes to using the framework I do get a bit lost Quote BMax 1.38 * Leadwerks 2.4 * Unity 3.0 Pro * Intel Core 2 Duo 6600 - Win7 64bit - ATI 4870 Link to comment Share on other sites More sharing options...
macklebee Posted February 16, 2010 Share Posted February 16, 2010 SetWorld(fw.transparency.world) then create the emitter and set its properties ... SetWorld(fw.main.world) But there is a bigger issue happening here. Any emitter created and saved in an Editor scene will crash a bmax program. Same thing happens with pointlights and waterplanes. Both emitters and pointlights were worked on during this update. So I am hoping Josh just forgot to upload some new files... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 16, 2010 Share Posted February 16, 2010 Certainly something is broken thats for sure .. As mack said about the Waterplane and pointlight .. a simple scene with only a water plane and a PLight will cause the error .. other scenes when a P light is rendered and its light would fall "onto" a WPlane .. the error happens. I have checked the same scenes in C++ and no error. The same for emitters .. any scene with an emitter causes the crash, not so in C++ as far as I can tell. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 16, 2010 Share Posted February 16, 2010 Yep seems something is broken in 2.31 Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 16, 2010 Share Posted February 16, 2010 actually it seems it happens if the P-Light is rendered in the same view as the WPlane it does not have to actually render on it Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted February 16, 2010 Share Posted February 16, 2010 yes. it only crashes once you try to render a pointlight and a waterplane at the same time. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 16, 2010 Share Posted February 16, 2010 The Emitter Problem: Basic scene, 1 x Directional light : 1 x Skybox : 1 x Terrain : 1 x Emitter (all generic to the SDK) LE_TEST.zip Using the Basic Scene Loader code it will crash the app with: "Unhandled Exception:Attempt to access field or method of null object." The debugger then points to fw.render() Remove the Emitter and alls well in the world. Except of course no emitter Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
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