Spoiler: CallstackCurrentViewpoint is nullptr while viewport passed to RenderPolyScene::RenderTranslucent() function seems to be valid.Code: Select all
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
Soft poly issues on Valhalla map
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Soft poly issues on Valhalla map
Loading Valhalla with software poly renderer (true color or not) crashes the current master branch.
Spoiler: CallstackCurrentViewpoint is nullptr while viewport passed to RenderPolyScene::RenderTranslucent() function seems to be valid.
Last edited by _mental_ on Sun Apr 15, 2018 8:29 am, edited 1 time in total.
Re: Soft poly crashes on Valhalla
Hmm, at the spawn position? Been playing the map for a few minutes now without it crashing.
Re: Soft poly crashes on Valhalla
Yes, it's 100% to me. Tried several times with vid_rendermode set to 2 or 3.
Re: Soft poly crashes on Valhalla
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
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.
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
Pushed some fixes that should make the portal rendering a lot more stable now.
Re: Soft poly issues on Valhalla map
Almost there, OpenGL vs Soft Poly TC
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Soft poly issues on Valhalla map
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.
The renderer was listed as 'experimental' for good reasons.
Re: Soft poly issues on Valhalla map
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.