T3D 1.1 Beta 3 - Crash while adding imposters with GFXNullDevice - LOGGED
by Fyodor -bank- Osokin · in Torque 3D Professional · 03/31/2011 (2:36 am) · 5 replies
Build: T3D 1.1 Beta 3 Pro
Platform: Windows (not sure about Mac OS/Linux, but looks like it will crash there too)
Target: Generating Imposters in "dedicated" mode
Issues: Torque will crash with:
if GFXNullDevice device used (dedicated build).
Steps to Repeat:
Launch Torque in dedicated build so it loads mission with shape which uses imposters.
It will crash during TSShapeconstructor::addImposter (scripts) call.
In engine the callstack:
Few lines up in console.log will show:
Suggested Fix:
None yet, but I assume that we can safely skip generation of imposters if running in dedicated build.
... like adding "return -1" in the beginning of TSShape::addImposter()?
Platform: Windows (not sure about Mac OS/Linux, but looks like it will crash there too)
Target: Generating Imposters in "dedicated" mode
Issues: Torque will crash with:
AssertFatal( imposterUVs.size() != 0, "hey" );in TSLastDetail::update()
if GFXNullDevice device used (dedicated build).
Steps to Repeat:
Launch Torque in dedicated build so it loads mission with shape which uses imposters.
It will crash during TSShapeconstructor::addImposter (scripts) call.
In engine the callstack:
TSLastDetail::update() TSShape::setupBillboardDetails() TSShape::addImposter() TSShapeConstructor::addImposter()
Few lines up in console.log will show:
Format GFXFormatDXT3 not supported with specified profile. Format GFXFormatDXT1 not supported with specified profile.
Suggested Fix:
None yet, but I assume that we can safely skip generation of imposters if running in dedicated build.
... like adding "return -1" in the beginning of TSShape::addImposter()?
About the author
Game developer.
Recent Threads
#2
Was this bug addressed in 1.2? This week I am suddenly being bitten hard by it in 1.1F, not having seen it before. I don't particularly want to go through up-porting right now, but If upgrading will address this, I'll get on it. Fatal crash is fatal.
01/03/2012 (9:54 am)
Hi David,Was this bug addressed in 1.2? This week I am suddenly being bitten hard by it in 1.1F, not having seen it before. I don't particularly want to go through up-porting right now, but If upgrading will address this, I'll get on it. Fatal crash is fatal.
#3
02/08/2012 (9:00 am)
It is still happening in 1.2
#4
02/08/2012 (9:50 am)
What triggers it, in my case, is the default forest tree; in particular if certain distances from the camera at zone-in. The higher the velocity of the player as it approaches a group of trees the more likely a crash will occur. I looked at the default tree and wondered if it was the naming of the materials involved--there are hyphens involved--but pragmatically it was simpler for me to pull the trees and stop crashing than to try and fix the tree model. (AFX/T3D 1.1F)
#5
How queer! Message should be changed probably anyway?
05/15/2013 (4:01 am)
This just happened to me in Torque MIT 3.0 debug but not in releaseHow queer! Message should be changed probably anyway?
Associate David Montgomery-Blake
David MontgomeryBlake