View Issue Details

IDProjectCategoryView StatusLast Update
0000430FSSCPgraphicspublic2006-11-01 15:48
ReporterWMCoolmon Assigned ToBobboau  
PrioritynormalSeveritycrashReproducibilitysometimes
Status closedResolutionno change required 
Summary0000430: geometry_batcher causes G3_Count problem
Descriptiongeometry_batcher appears to have a problem with G3_Count not being set properly for some reason. This error comes from the Shivan gauntlet, multiplayer, just after the second wave warps in.
Additional InformationCall stack:
--------------------
     fs2_open_ex_d.exe!debug_int3() Line 892 C++
     fs2_open_ex_d.exe!WinAssert(char * text=0x00b90bf4, char * filename=0x00be6ba8, int linenum=517) Line 974 C++
     fs2_open_ex_d.exe!g3_draw_poly(int nv=24, vertex * * pointlist=0x1b861b08, unsigned int tmap_flags=4202497) Line 517 + 0x2b C++
> fs2_open_ex_d.exe!geometry_batcher::render(int flags=8193) Line 532 + 0x1e C++
     fs2_open_ex_d.exe!particle_render_all() Line 798 C++
     fs2_open_ex_d.exe!game_render_frame(vec3d * eye_pos=0x0012f514, matrix * eye_orient=0x0012f4e8) Line 4933 C++
     fs2_open_ex_d.exe!game_frame(int paused=0) Line 5710 + 0x13 C++
     fs2_open_ex_d.exe!game_do_frame() Line 6126 + 0x7 C++
     fs2_open_ex_d.exe!game_do_state(int state=2) Line 7963 C++
     fs2_open_ex_d.exe!gameseq_process_events() Line 657 + 0x14 C++
     fs2_open_ex_d.exe!WinMainSub(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00133720, int nCmdShow=1) Line 8599 + 0x5 C++
     fs2_open_ex_d.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00133720, int nCmdShow=1) Line 8648 + 0x15 C++
     fs2_open_ex_d.exe!WinMainCRTStartup() Line 251 + 0x30 C
     KERNEL32.DLL!7c59893d()
--------------------

::render() values:
--------------------
- this 0x021388c0 {n_to_render=8 n_allocated=174 vert=0x1b7a4a18 {x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 ...} ...} geometry_batcher * const
    n_to_render 8 int
    n_allocated 174 int
- vert 0x1b7a4a18 {x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 ...} vertex *
    x -1.0737418e+008 float
    y -1.0737418e+008 float
    z -1.0737418e+008 float
    sx 0.00000000 float
    sy 0.00000000 float
    sw 0.00000000 float
    u 0.00000000 float
    v 1.0000000 float
    u2 0.00000000 float
    v2 0.00000000 float
    u3 0.00000000 float
    v3 0.00000000 float
    u4 0.00000000 float
    v4 0.00000000 float
+ real_pos {xyz={x=0.00000000 y=0.00000000 z=0.00000000 } a1d=0x1b7a4a50 } vec3d
    spec_a 0 unsigned char
    spec_r 0 unsigned char
    spec_b 0 unsigned char
    spec_g 0 unsigned char
    r 204 'Ì' unsigned char
    g 204 'Ì' unsigned char
    b 204 'Ì' unsigned char
    a 204 'Ì' unsigned char
    codes 0 unsigned char
    flags 1 '␁' unsigned char
+ pad 0x1b7a4a66 "" unsigned char [2]
- vert_list 0x1b861b08 vertex * *
- 0x1b7a4a18 {x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 ...} vertex *
    x -1.0737418e+008 float
    y -1.0737418e+008 float
    z -1.0737418e+008 float
    sx 0.00000000 float
    sy 0.00000000 float
    sw 0.00000000 float
    u 0.00000000 float
    v 1.0000000 float
    u2 0.00000000 float
    v2 0.00000000 float
    u3 0.00000000 float
    v3 0.00000000 float
    u4 0.00000000 float
    v4 0.00000000 float
+ real_pos {xyz={x=0.00000000 y=0.00000000 z=0.00000000 } a1d=0x1b7a4a50 } vec3d
    spec_a 0 unsigned char
    spec_r 0 unsigned char
    spec_b 0 unsigned char
    spec_g 0 unsigned char
    r 204 'Ì' unsigned char
    g 204 'Ì' unsigned char
    b 204 'Ì' unsigned char
    a 204 'Ì' unsigned char
    codes 0 unsigned char
    flags 1 '␁' unsigned char
+ pad 0x1b7a4a66 "" unsigned char [2]
    flags 8193 int
--------------------
TagsNo tags attached.

Activities

Bobboau

2005-06-02 02:25

developer   ~0002566

waiting for feedback from WMC

WMC: "It may have something to do with what I had to do in the function for drawing the shield gauge"

me: "what exactly were you doing? and what was the problem?"

taylor

2005-06-05 21:08

administrator   ~0002598

There's nothing wrong with the geometry_batcher itself but the render call at least does have to be used inside of a g3_start_frame()/g3_end_frame() pair. If you called a g3_end_frame() without starting another one in the shield stuff then you'd have the problem either way. particle_render_all() is just next in line so even if the geometry_batcher wasn't there the old code still would have hit the Assert().

Bobboau

2005-06-11 04:22

developer   ~0002625

that's what I was thinking

taylor

2005-06-29 14:03

administrator   ~0002710

Well since no one else has yet I'm closing this. There doesn't seem to be anything wrong with the code in CVS so this must be specific to something WMC is doing.

Issue History

Date Modified Username Field Change
2005-06-01 03:23 WMCoolmon New Issue
2005-06-01 03:23 WMCoolmon Assigned To => Bobboau
2005-06-01 03:23 WMCoolmon Status new => assigned
2005-06-02 02:25 Bobboau Note Added: 0002566
2005-06-05 21:08 taylor Note Added: 0002598
2005-06-11 04:22 Bobboau Note Added: 0002625
2005-06-29 14:03 taylor Status assigned => closed
2005-06-29 14:03 taylor Note Added: 0002710
2006-11-01 15:48 taylor Resolution open => no change required