Transform Bug Fix
by Tom Spilman · in Torque 3D Professional · 11/03/2009 (11:14 pm) · 0 replies
Hey everyone.
I came across this bug today helping Melv with T2D. It could potentially be causing any number of bugs already posted to these forums, so i felt it was importaint to get this fix to you ASAP.
In sourcemathutilmatrixSet.cpp in the constructor add the following lines:
... it was a pretty bad bug that could cause release builds to have bad transforms in certain cases.
If this solves any problems you've reported before please post a link here and retitle the other thread to FIXED.
I came across this bug today helping Melv with T2D. It could potentially be causing any number of bugs already posted to these forums, so i felt it was importaint to get this fix to you ASAP.
In sourcemathutilmatrixSet.cpp in the constructor add the following lines:
MatrixSet::MatrixSet()
{
AssertFatal( ((int)this & 0xF) == 0, "MatrixSet has been allocated off a 16-byte boundary!" );
MATRIX_SET_BIND_VALUE(ObjectToWorld);
MATRIX_SET_BIND_VALUE(WorldToCamera);
MATRIX_SET_BIND_VALUE(CameraToScreen);
MATRIX_SET_BIND_VALUE(ObjectToCamera);
MATRIX_SET_BIND_VALUE(WorldToObject);
MATRIX_SET_BIND_VALUE(CameraToWorld);
MATRIX_SET_BIND_VALUE(ObjectToScreen);
MATRIX_SET_BIND_VALUE(CameraToObject);
MATRIX_SET_BIND_VALUE(WorldToScreen);
MATRIX_SET_BIND_VALUE(SceneView);
MATRIX_SET_BIND_VALUE(SceneProjection);
mViewSource = NULL; // ADDED!
mProjectionSource = NULL; // ADDED!
}... it was a pretty bad bug that could cause release builds to have bad transforms in certain cases.
If this solves any problems you've reported before please post a link here and retitle the other thread to FIXED.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.