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Soft poly issues on Valhalla map

PostPosted: Sun Apr 15, 2018 6:49 am
by _mental_
Loading Valhalla with software poly renderer (true color or not) crashes the current master branch.

Spoiler: Callstack

CurrentViewpoint is nullptr while viewport passed to RenderPolyScene::RenderTranslucent() function seems to be valid.

Re: Soft poly crashes on Valhalla

PostPosted: Sun Apr 15, 2018 7:41 am
by dpJudas
Fixed.

Re: Soft poly crashes on Valhalla

PostPosted: Sun Apr 15, 2018 7:56 am
by _mental_
It still crashes but at a different location

Spoiler: Callstack

Viewpoint.camera is nullptr.

Re: Soft poly crashes on Valhalla

PostPosted: Sun Apr 15, 2018 8:10 am
by dpJudas
Hmm, at the spawn position? Been playing the map for a few minutes now without it crashing.

Re: Soft poly crashes on Valhalla

PostPosted: Sun Apr 15, 2018 8:15 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

PostPosted: Sun Apr 15, 2018 9:06 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

PostPosted: Sun Apr 15, 2018 9:29 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

PostPosted: Sun Apr 15, 2018 6:18 pm
by dpJudas
Pushed some fixes that should make the portal rendering a lot more stable now.

Re: Soft poly issues on Valhalla map

PostPosted: Mon Apr 16, 2018 4:23 am
by _mental_
Almost there, OpenGL vs Soft Poly TC

ma_val-comp.jpg

Re: Soft poly issues on Valhalla map

PostPosted: Mon Apr 16, 2018 5:12 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

PostPosted: Mon Apr 16, 2018 5:32 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.