[Beta 3 Bug] World Editor causes crash in Debug mode
by Ryan Mounts · in Torque 3D Professional · 06/26/2009 (12:53 pm) · 6 replies
Torque 3D crashes when I try to enter the World Editor in a debug build. An assertion is thrown that reads:
The Visual Studio output leading up to the break:
The call stack at the break:
Laptop:
Intel Core 2
2.0 Ghz
1 GB RAM
NVIDIA Quadro NVS 135M
c:torquetorque 3d 2009 beta 3enginesourcegfxd3d9gfxd3d9device.h(46) : Fatal - D3DERR_INVALIDCALL Invalid call Failed to draw indexed primitive
The Visual Studio output leading up to the break:
Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 14, State: 1 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 14, State: 2 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 14, State: 3 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 15, State: 8 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 15, State: 10 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 15, State: 1 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 15, State: 2 Direct3D9: (WARN) :Ignoring redundant SetSamplerState. Sampler: 15, State: 3 Mapping string: EditorOrbitCameraSelectChange to index: 3 Direct3D9: (ERROR) :DepthStencil Buffer must be at least as big as the RenderTarget. First-chance exception at 0x7c812a6b in Full_DEBUG.exe: Microsoft C++ exception: long at memory location 0x0012bbc0.. Direct3D9: (ERROR) :Clear failed. D3D9 Helper: IDirect3DDevice9::Clear failed: D3DERR_INVALIDCALL Direct3D9: (ERROR) :DepthStencil Buffer must be at least as big as the RenderTarget. First-chance exception at 0x7c812a6b in Full_DEBUG.exe: Microsoft C++ exception: long at memory location 0x0012b72c.. Direct3D9: (ERROR) :Clear failed. D3D9 Helper: IDirect3DDevice9::Clear failed: D3DERR_INVALIDCALL Direct3D9: (ERROR) :DepthStencil Buffer must be at least as big as the RenderTarget. First-chance exception at 0x7c812a6b in Full_DEBUG.exe: Microsoft C++ exception: long at memory location 0x0012b6b0.. Direct3D9: (ERROR) :DrawIndexedPrimitive failed. D3D9 Helper: IDirect3DDevice9::DrawIndexedPrimitive failed: D3DERR_INVALIDCALL c:torquetorque 3d 2009 beta 3enginesourcegfxd3d9gfxd3d9device.h(46) : Fatal - D3DERR_INVALIDCALL Invalid call Failed to draw indexed primitive Full_DEBUG.exe has triggered a breakpoint The program '[604] Full_DEBUG.exe: Native' has exited with code 0 (0x0).
The call stack at the break:
Full_DEBUG.dll!D3D9Assert(HRESULT hr=-2005530516, const char * info=0x11012360) Line 45
Full_DEBUG.dll!GFXD3D9Device::drawIndexedPrimitive(GFXPrimitiveType primType=GFXTriangleList, unsigned int startVertex=0, unsigned int minIndex=0, unsigned int numVerts=4485, unsigned int startIndex=0, unsigned int primitiveCount=8704) Line 675 + 0x5f bytes
Full_DEBUG.dll!GFXDevice::drawPrimitive(const GFXPrimitive & prim={...}) Line 601
Full_DEBUG.dll!RenderPrePassMgr::render(SceneState * state=0x06175030) Line 287 + 0x16 bytes
Full_DEBUG.dll!RenderPassManager::render(SceneState * state=0x06175030) Line 287
Full_DEBUG.dll!SceneState::renderCurrentImages() Line 159
Full_DEBUG.dll!SceneGraph::_traverseSceneTree(SceneState * pState=0x06175030) Line 234
Full_DEBUG.dll!SceneGraph::renderScene(SceneState * sceneState=0x06175030, unsigned int objectMask=4294967295) Line 196
Full_DEBUG.dll!SceneGraph::renderScene(ScenePassType passType=SPT_Reflect, unsigned int objectMask=4294967295) Line 165
Full_DEBUG.dll!PlaneReflector::updateReflection(const ReflectParams & params={...}) Line 536
Full_DEBUG.dll!ReflectionManager::update() Line 124
Full_DEBUG.dll!GuiCanvas::renderFrame(bool preRenderOnly=false, bool bufferSwap=true) Line 1478
Full_DEBUG.dll!GuiCanvas::handlePaintEvent(unsigned int did=0) Line 204
Full_DEBUG.dll!fastdelegate::FastDelegate1<unsigned int,void>::operator()(unsigned int p1=0) Line 993 + 0x1a bytes
Full_DEBUG.dll!Signal<void __cdecl(unsigned int)>::trigger(unsigned int a=0) Line 323 + 0x17 bytes
Full_DEBUG.dll!Journal::Call<Signal<void __cdecl(unsigned int)>,unsigned int>(Signal<void __cdecl(unsigned int)> * obj=0x024df1e0, void (unsigned int)* method=0x10536bb2, unsigned int a=0) Line 541 + 0xa8 bytes
Full_DEBUG.dll!JournaledSignal<void __cdecl(unsigned int)>::trigger(unsigned int a=0) Line 52 + 0x12 bytes
Full_DEBUG.dll!GuiCanvas::paint() Line 1326
Full_DEBUG.dll!fastdelegate::FastDelegate0<void>::operator()() Line 908 + 0x16 bytes
Full_DEBUG.dll!Signal<void __cdecl(void)>::trigger() Line 312 + 0x13 bytes
Full_DEBUG.dll!Process::processEvents() Line 62
Full_DEBUG.dll!StandardMainLoop::doMainLoop() Line 512 + 0x5 bytes
Full_DEBUG.dll!torque_enginetick() Line 76 + 0x5 bytes
Full_DEBUG.dll!TorqueMain(int argc=1, const char * * argv=0x00aa7ce0) Line 369 + 0x5 bytes
Full_DEBUG.dll!torque_winmain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * __formal=0x00000000, char * lpszCmdLine=0x00151f25, HINSTANCE__ * __formal=0x00000000) Line 423 + 0x17 bytes
Full_DEBUG.exe!WinMain(HINSTANCE__ * hInstance=0x00400000, HINSTANCE__ * hPrevInstance=0x00000000, char * lpszCmdLine=0x00151f25, int nCommandShow=1) Line 47 + 0x16 bytes
Full_DEBUG.exe!__tmainCRTStartup() Line 263 + 0x2c bytes
Full_DEBUG.exe!WinMainCRTStartup() Line 182
kernel32.dll!7c816fe7()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]Laptop:
Intel Core 2
2.0 Ghz
1 GB RAM
NVIDIA Quadro NVS 135M
#2
07/02/2009 (12:59 pm)
What is Threed-541? I'm having this same problem and I'm trying to find out what to do about it.
#3
07/02/2009 (1:44 pm)
That means it's been logged into GG's internal bug-tracker for Torque 3D.
#4
So does anyone have any external info on this problem? I'm having the exact same problem. As long as I'm playing the game I'm fine but as soon as I try to enter the World editor the crash happens.
To explain:
There are 3 ways to start up a Torque project:
1. My project's source build in Visual Studio 2008
2. Torsion
3. Torque Toolbox
If I begin debugging from either Visual Studio 2008 or Torsion it starts up in "Play" mode. When I hit F11 to get to the World Editor it crashes like above.
If I run the Project_DEBUG.exe from the Torque Toolbox it actually starts up in the World Editor mode fine. But if I hit F11 to leave the World Editor and play, then hit F11 again to return to World Editor it crashes just like before.
Note: If I run in Release mode from Visual Studio 2008 or Torsion or if I run the Project.exe from the Torque Toolbox it works fine.
07/02/2009 (2:06 pm)
Thanks Michael!So does anyone have any external info on this problem? I'm having the exact same problem. As long as I'm playing the game I'm fine but as soon as I try to enter the World editor the crash happens.
To explain:
There are 3 ways to start up a Torque project:
1. My project's source build in Visual Studio 2008
2. Torsion
3. Torque Toolbox
If I begin debugging from either Visual Studio 2008 or Torsion it starts up in "Play" mode. When I hit F11 to get to the World Editor it crashes like above.
If I run the Project_DEBUG.exe from the Torque Toolbox it actually starts up in the World Editor mode fine. But if I hit F11 to leave the World Editor and play, then hit F11 again to return to World Editor it crashes just like before.
Note: If I run in Release mode from Visual Studio 2008 or Torsion or if I run the Project.exe from the Torque Toolbox it works fine.
#5
08/18/2009 (9:26 pm)
Is this still happening with Beta 5?
#6
08/18/2009 (10:35 pm)
Not for me! I suppose I should have moved this to Resolved.
Torque 3D Owner Kenneth Holst
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