MS4 - Waterblock, FullReflect
by Jaimi McEntire · in Torque Game Engine Advanced · 09/07/2006 (6:32 am) · 4 replies
Description:
Turning off "fullreflect" on the water block in the editor causes the executable to crash.
Reproduce:
Open the Terrain Water Demo, press F11. Select the water block, and click on FullReflect in the property viewer.
Turning off "fullreflect" on the water block in the editor causes the executable to crash.
Reproduce:
Open the Terrain Water Demo, press F11. Select the water block, and click on FullReflect in the property viewer.
#2
Fatal: c:\tse\engine\gfx\d3d\gfxd3ddevice.cpp @820
GFXD3DDevice::setActiveRenderSurface - cannot have an active render target bound to a texture sampler!
The release exe simply crashes. Nothing particularly useful in the .log file, but the assert that the debug executable throws out may be useful.
09/09/2006 (4:57 pm)
Following the steps Jaimi posted I can reproduce this bug. When running the debug .exe you get:Fatal: c:\tse\engine\gfx\d3d\gfxd3ddevice.cpp @820
GFXD3DDevice::setActiveRenderSurface - cannot have an active render target bound to a texture sampler!
The release exe simply crashes. Nothing particularly useful in the .log file, but the assert that the debug executable throws out may be useful.
#3
09/09/2006 (9:36 pm)
This has been a bug for.. awhile..
#4
09/11/2006 (4:15 pm)
OK, I checked in a fix for this. It won't actually change the rendering on-the-fly, but at least it won't crash. There is a bunch of setup for each rendering path, so it's more efficient for it not to be able to change in realtime. This shouldn't be much of a problem since neither the end user, or the person editing will need to flip it on and off frequently.
Torque Owner Stefan Lundmark