RenderPolyScene::RenderTranslucent(this=0x00000001018cfe40, viewpoint=0x00007ffeefbfc4d8) at poly_scene.cpp:377
PolyRenderer::RenderActorView(this=0x00000001018cfbe0, actor=0x0000000104102600, dontmaplines=true) at poly_renderer.cpp:147
PolyRenderer::RenderViewToCanvas(this=0x00000001018cfbe0, actor=0x0000000104102600, canvas=0x0000604000c3fea0, x=0, y=0, width=128, height=128, dontmaplines=true) at poly_renderer.cpp:92
FSoftwareRenderer::RenderTextureView(this=0x0000000102644ae0, tex=0x0000000103298310, viewpoint=0x0000000104102600, fov=90) at r_swrenderer.cpp:254
DFrameBuffer::RenderTextureView(this=0x00000001028aec00, tex=0x0000000103298310, Viewpoint=0x0000000104102600, FOV=90) at v_video.cpp:977
OpenGLFrameBuffer::RenderTextureView(this=0x00000001028aec00, tex=0x0000000103298310, Viewpoint=0x0000000104102600, FOV=90) at gl_framebuffer.cpp:204
FCanvasTextureInfo::UpdateAll() at r_utility.cpp:1100
FSoftwareRenderer::RenderView(this=0x0000000102644ae0, player=0x00000001012c9750, target=0x00007ffeefbfcb10) at r_swrenderer.cpp:179
SWSceneDrawer::RenderView(this=0x0000604000e205c0, player=0x00000001012c9750) at gl_swscene.cpp:120
FGLRenderer::RenderView(this=0x000000010315e140, player=0x00000001012c9750) at gl_renderer.cpp:451
OpenGLFrameBuffer::RenderView(this=0x00000001028aec00, player=0x00000001012c9750) at gl_framebuffer.cpp:237
D_Display() at d_main.cpp:792
D_DoomLoop() at d_main.cpp:1033
D_DoomMain() at d_main.cpp:2718
CurrentViewpoint is nullptr while viewport passed to RenderPolyScene::RenderTranslucent() function seems to be valid.
TFlags<ActorRenderFlag, unsigned int>::operator=(this=0x00000000000000d0, other=<unavailable>) at tflags.h:72
PolyRenderer::RenderActorView(this=0x00000001018d0c30, actor=0x0000000102ab4200, dontmaplines=false) at poly_renderer.cpp:150
PolyRenderer::RenderView(this=0x00000001018d0c30, player=0x00000001012ca790, target=0x00007ffeefbfcb50) at poly_renderer.cpp:71
FSoftwareRenderer::RenderView(this=0x000000010260e8f0, player=0x00000001012ca790, target=0x00007ffeefbfcb50) at r_swrenderer.cpp:166
SWSceneDrawer::RenderView(this=0x000060c00022d3a0, player=0x00000001012ca790) at gl_swscene.cpp:120
FGLRenderer::RenderView(this=0x000000010262c770, player=0x00000001012ca790) at gl_renderer.cpp:451
OpenGLFrameBuffer::RenderView(this=0x00000001040a0e00, player=0x00000001012ca790) at gl_framebuffer.cpp:237
D_Display() at d_main.cpp:792
D_DoomLoop() at d_main.cpp:1033
D_DoomMain() at d_main.cpp:2718
Hmm, at the spawn position? Been playing the map for a few minutes now without it crashing.
Re: Soft poly crashes on Valhalla
Posted: Sun Apr 15, 2018 7:15 am
by _mental_
Yes, it's 100% to me. Tried several times with vid_rendermode set to 2 or 3.
Re: Soft poly crashes on Valhalla
Posted: Sun Apr 15, 2018 8:06 am
by dpJudas
I can't really reproduce it here, but I added some null pointer checks on the camera access. Did that fix the crash?
Re: Soft poly issues on Valhalla map
Posted: Sun Apr 15, 2018 8:29 am
by _mental_
This fixed the crash. The problem is after sprites are not rendered at all including player's weapon.
Also, bunch of walls are not visible in soft poly (at spawn position) leading to significantly different picture in comparison with other renderers.
Probably these are two unrelated issues. IWAD maps work fine like before.
Re: Soft poly issues on Valhalla map
Posted: Sun Apr 15, 2018 5:18 pm
by dpJudas
Pushed some fixes that should make the portal rendering a lot more stable now.
Re: Soft poly issues on Valhalla map
Posted: Mon Apr 16, 2018 3:23 am
by _mental_
Almost there, OpenGL vs Soft Poly TC
Re: Soft poly issues on Valhalla map
Posted: Mon Apr 16, 2018 4:12 am
by Graf Zahl
I remember having had to fix the same thing in the hardware renderer when the map was new. That structure extends into the sky ceiling, if I am not mistaken. It's not the only issue with the softpoly renderer. When I checked the SiD-crate it also did not display properly. My guess is that softpoly has little to no support for render hacks, but I never did a deeper check for that.
The renderer was listed as 'experimental' for good reasons.
Re: Soft poly issues on Valhalla map
Posted: Mon Apr 16, 2018 4:32 am
by dpJudas
Softpoly doesn't have any real support for render hacks and its portal support is incomplete/broken. What I fixed was a regression where even encountering such stuff caused things to blink and even sometimes crash. Particular crashes I want to never happen because then at least you can switch to another renderer.