[Addressed] Odd Crash w/ hw renderer, fog, and software lightmodes

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Odd Crash w/ hw renderer, fog, and software lightmodes

Postby Alper002 » Fri Mar 19, 2021 1:45 pm

The crash seems to only happen using the hardware renderer (no matter the rendering API, I've tried opengl, vulkan, and softpoly2d), while also using build, software, or vanilla lightmodes.

In the attached wad I've compiled there are 3 extremely similar maps for Hexen replacing MAP08, MAP11, and MAP12.
MAP11 is a setup which crashes when settings are set in the way described. Trying to look into the next room causes the crash window to pop up.
MAP08 has only one difference and doesn't crash with those settings.
MAP12 is identical to MAP11, but is on a map whose MAPINFO isn't foggy, which seems to make it not crash.
I've been testing on 4.5.0.
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Re: Odd Crash w/ hw renderer, fog, and software lightmodes

Postby _mental_ » Sat Mar 20, 2021 8:17 am

It crashes inside HWDrawInfo::SetFog() because cmap is null when it's called from HWWall::RenderTexturedWall() function.
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Re: Odd Crash w/ hw renderer, fog, and software lightmodes

Postby drfrag » Tue Mar 23, 2021 6:10 am

It's pretty much the same code as in the old renderer and the only difference i see it's in the call. Here the parameter is di->isFullbrightScene() and before it was FixedColormap != CM_DEFAULT.
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Re: Odd Crash w/ hw renderer, fog, and software lightmodes

Postby drfrag » Mon Mar 29, 2021 7:27 am

The map has the LEVEL_HASFADETABLE flag that's why it crashes. What about just adding null pointer checks?
https://github.com/drfrag666/gzdoom/com ... 9da4fc7104
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Re: Odd Crash w/ hw renderer, fog, and software lightmodes

Postby Rachael » Mon Mar 29, 2021 7:37 am

That is unmergeable because you decided to use the widescreen files directly instead of a submodule.

Please rebase this on a usable branch.


Nevermind I got it cherry-picked.
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Re: Odd Crash w/ hw renderer, fog, and software lightmodes

Postby drfrag » Mon Mar 29, 2021 8:21 am

I was going to make a PR but i wanted to ask first.
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