Soft poly issues on Valhalla map

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Soft poly issues on Valhalla map

Postby _mental_ » Sun Apr 15, 2018 6:49 am

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.
Last edited by _mental_ on Sun Apr 15, 2018 9:29 am, edited 1 time in total.
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Re: Soft poly crashes on Valhalla

Postby dpJudas » Sun Apr 15, 2018 7:41 am

Fixed.
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Re: Soft poly crashes on Valhalla

Postby _mental_ » Sun Apr 15, 2018 7:56 am

It still crashes but at a different location

Spoiler: Callstack

Viewpoint.camera is nullptr.
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Re: Soft poly crashes on Valhalla

Postby dpJudas » Sun Apr 15, 2018 8:10 am

Hmm, at the spawn position? Been playing the map for a few minutes now without it crashing.
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Re: Soft poly crashes on Valhalla

Postby _mental_ » Sun Apr 15, 2018 8:15 am

Yes, it's 100% to me. Tried several times with vid_rendermode set to 2 or 3.
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Re: Soft poly crashes on Valhalla

Postby dpJudas » Sun Apr 15, 2018 9:06 am

I can't really reproduce it here, but I added some null pointer checks on the camera access. Did that fix the crash?
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Re: Soft poly issues on Valhalla map

Postby _mental_ » Sun Apr 15, 2018 9:29 am

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.
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Re: Soft poly issues on Valhalla map

Postby dpJudas » Sun Apr 15, 2018 6:18 pm

Pushed some fixes that should make the portal rendering a lot more stable now.
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Re: Soft poly issues on Valhalla map

Postby _mental_ » Mon Apr 16, 2018 4:23 am

Almost there, OpenGL vs Soft Poly TC

ma_val-comp.jpg
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Re: Soft poly issues on Valhalla map

Postby Graf Zahl » Mon Apr 16, 2018 5:12 am

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.
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Re: Soft poly issues on Valhalla map

Postby dpJudas » Mon Apr 16, 2018 5:32 am

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.
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