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GuiObjectView problem on T3D3.8

by Flashback · in Torque 3D Professional · 12/29/2015 (8:46 am) · 8 replies

Hi.

After porting Age of Decadence to latest T3D from GitHub one critical issue appeared. GuiObjectView models appear completely or partially black, like this:

oi67.tinypic.com/ws34zo.jpg

I'm pretty sure it's not a porting mistake, as I see a similar problem on stock T3D binaries downloaded from torque3d.org.

1)Here's a correctly looking boulder:
oi67.tinypic.com/ok50yx.jpg

2) Here I pressed Win+R and T3D window was pushed into background. GuiObjectView now renders 1/4 of the image black:
oi65.tinypic.com/f0ovok.jpg

3) Here I rapidly pressed F10. After a couple of times it starts rendering its shape in black:
oi67.tinypic.com/2vcuk1y.jpg
If you open the console or select thi GUI control in the editor, it flickers and start rendering the shape normally. Also, if you move it around, resize, etc, random parts of the shape flicker black as well.


Any ideas, gentlemen? Can someone, who is good with T3D rendering code, at least point me into a correct direction?

#1
12/29/2015 (9:46 am)
Can't seem to reproduce it with a debug build, but a release devhead seems to have the same flaw, so 10-1 looking at something potentially uninitialized...
#2
12/29/2015 (9:57 am)
Happens to me on debug Age of Decadence build as well. Besides, it happens on some dev PCs, but doesn't happen on others, so uninitialized memory seems to be a good guess. But what and where?
#3
12/29/2015 (10:05 am)
Still hunting... only thing that's renderer related that's been touched there recently was flipping on the capacity to take postfx github.com/GarageGames/Torque3D/commit/0dde7022c20a195729d20ec494b87147da59018a#.... Could try flipping that off as a bandaid till 3.9, but that'll definitely need a proper once the deferred work goes in.
#4
12/29/2015 (10:09 am)
Tried that one - does not help, unfortunately. I believe it's not actually in GuiObjectView code, but somewhere in underlying rendering.
#5
12/30/2015 (2:50 pm)
Still haven't managed to reproduce in a debugger this end. Don't suppose you've got any helpful log messages your side?
#6
12/30/2015 (4:08 pm)
It doesn't log anything, and there are no warnings whatsoever. I do get this issue in debug build, though, so if you have any suggestion where I can put a breakpoint or log message, it would be welcome.

One of the ideas I had was to somehow catch the moment where certain pixel on the surface is rendered as black, trace the stack and investigate the data around it for possible reasons. But I don't know the rendering code well enough to find such a place for a breakpoint.
#7
12/30/2015 (4:19 pm)
http://www.nvidia.com/object/nsight.html might show something if you've got an nvidia card.

Repro should be as simple as just slapping one on the main menu for a stock build, right?
#8
12/31/2015 (5:27 am)
I haven't used that one - will take a look what it can do, thanks.