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TGEA 1.7.0 - ShadowProjector crashes/lockups

by Jeremiah Fulbright · in Torque Game Engine Advanced · 05/18/2008 (2:44 am) · 2 replies

These problems have existed in every version of TGEA and even some cases in TGE (vehicle related).

It is happening with pretty much shadows, whether from players or projectiles or whatever else that shadow casts. I am trying to find out if there is something that can be done, other than disabling shadows or if there looks to be a fix for some of the issues

Here is the callstack that is constantly the same place:


XXXXXX.exe!PlaneF::set(const Point3F & k={...}, const Point3F & j={...}, const Point3F & l={...})  Line 250 + 0x19 bytes	C++
XXXXXX.exe!ClippedPolyList::plane(unsigned int v1=180, unsigned int v2=5, unsigned int v3=1158742016)  Line 110	C++
XXXXXX.exe!TerrainBlock::buildPolyList(AbstractPolyList * polyList=0x00000124, const Box3F & box={...}, const SphereF & __formal={...})  Line 566	C++
XXXXXX.exe!sgShadowProjector::collisionCallback(SceneObject * obj=0x1507f8c8, void * shadow=0x1522f018)  Line 521	C++
XXXXXX.exe!Container::findObjects(unsigned int mask=16777356, void (SceneObject *, void *)* callback=0x00370f16, void * key=0x1522f018)  Line 841 + 0x9 bytes	C++
XXXXXX.exe!sgShadowProjector::sgCalculateBoundingBox()  Line 418	C++

#1
05/18/2008 (5:58 am)
Hi Jeremiah,

How are your shapes setup? We're using vehicles heavily and we're not seeing this. However, we don't use the typical col-1 shape stuff, but only the collision box. Could this be where one should look to find why it crashes?
#2
05/18/2008 (9:50 am)
Actually these crashes are primarily coming from Player shadows and Projectile shadows (dynamic light), we havent done a ton of vehicle testing, as we have alot of collision issues, but havent taken time to sort any of it out

J