Game Development Community

[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:

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



#1
06/29/2009 (11:54 am)
Logged as THREED-541
#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
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.