Game Development Community

[RESOLVED] AdvancedLightmapSupport crash

by Steve Acaster · in Torque 3D Professional · 09/05/2009 (2:32 pm) · 10 replies

T3D crashes due to advancedLightmapSupport = "1"; in the following circumstances:

1. No lightmapped objects present and it is set from 0 to 1 in the editor.
2. On T3D startup, trying to load a advancedLightmapSupport = "1"; mission in Basic Lighting.
3. Loading from a advancedLightmapSupport = "1"; mission to one which is not OR vicea-versa.

Having a lightmapped mesh in level and I can usually flick between the 2 settings without a crash, though sometimes artifacts appear ... and occaisionally it does crash.

7900gs

edit
Still Present in Release.
RESOLVED in 101


#1
09/09/2009 (2:56 pm)
Logged as THREED-739
#2
09/30/2009 (11:05 pm)
Just on a little cleanup.
Resovled in Release

edit: oh no it isn't
#3
10/01/2009 (9:42 am)
@Steve:

T3D 1.0 still crash when switching to advancedLightmapsupport when there are no meshes with lightmaps present.

At first I thought it was a problem with my GFX-card (NVIDIA Geforce8400) but after a change to the NVIDIA Geforce 9800 the problem still remains.

I will try it whit a lightmapped mesh when I have some time.
#4
10/01/2009 (11:01 am)
@Richard
Yeah, you're right.

Silly old me forgot to check unlightmapped mission files.

... okay ... unresolved then ...
#5
10/02/2009 (6:43 pm)
Hrm...I can't reproduce this on my development box...

I tried toggling on and off advancedLightmapSupport in the Blank Room level of FPS Example and never got a crash.

I have also loaded the Deathball Desert level a number of times after loading the Burg level (Desert has no advancedLightmapSupport and Burg does).

Any chance you can capture a callstack of the crash?
#6
10/02/2009 (7:24 pm)
Quote:
Any chance you can capture a callstack of the crash?

If you give me idiot proof instructions, then maybe.
#7
10/18/2009 (12:34 pm)
Line endings are not consistent source\gfx\D3D9\gfxD3D9Shader.cpp

Unhandled exception at 0x76c642eb in YorkshireRifles_DEBUG

> YorkshireRifles_DEBUG.dll!GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle * handle=0x09c22180, const MatrixF & mat={...}, GFXShaderConstType matrixType=GFXSCT_Float4x4) Line 334 + 0x17 bytes C++


- this 0x09c110b8 {mShader={...} mVertexConstBufferLayoutF=0x09c0fb80 mVertexConstBufferF=0x09c1be60 ...} GFXD3D9ShaderConstBuffer * const



- handle 0x09c22180 {mValid=true } GFXShaderConstHandle *

[0] CXX0030: Error: expression cannot be evaluated


incorrect const buffer type (334)

-----------------------------

Hopefully this is the info required.
#8
10/18/2009 (9:12 pm)
Rolfcopter ... a few hours later 101 comes out and it's fixed.
#9
10/20/2009 (5:03 pm)
Sweet =)
#10
06/10/2010 (1:41 pm)
Confirmed as fixed for 1.1 Beta2.