Crash in dynlights compat renderer (+fix)

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_mental_
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Posts: 259
Joined: Sun Aug 07, 2011 13:36

Crash in dynlights compat renderer (+fix)

Post by _mental_ »

The latest GZDoom crashes when running with one [in]famous mod like this (with [in]famous zero-point-el problem fixed by hand :blergh:):

Code: Select all

-iwad plutonia -file brutalv20b.pk3 +map map07
The callstack:

Code: Select all

GLFlat::DrawSubsectorLights(this=0x0000000102945890, sub=0x0000000000000000, pass=7) + 97 at gl_20.cpp:592
GLFlat::DrawSubsectorLights(this=0x0000000102945890, sub=0x0000000000000000, pass=7) + 97 at gl_20.cpp:592
GLFlat::DrawLightsCompat(this=0x0000000102945890, pass=7) + 406 at gl_20.cpp:676
GLFlat::Draw(this=0x0000000102945890, pass=7, trans=false) + 878 at gl_flats.cpp:451
GLDrawList::DrawFlats(this=0x0000000101704370, pass=7) + 137 at gl_drawinfo.cpp:861
FGLRenderer::RenderMultipassStuff(this=0x000061000055f1c0) + 832 at gl_20.cpp:837
FGLRenderer::RenderScene(this=0x000061000055f1c0, recursion=0) + 830 at gl_scene.cpp:390
FGLRenderer::DrawScene(this=0x000061000055f1c0, drawmode=0) + 302 at gl_scene.cpp:533
FGLRenderer::ProcessScene(this=0x000061000055f1c0, toscreen=true) + 279 at gl_scene.cpp:751
FGLRenderer::RenderViewpoint(this=0x000061000055f1c0, camera=0x0000000103291200, bounds=0x0000000000000000, fov=90, ratio=1.60000002, fovratio=1.33333302, mainview=true, toscreen=true) + 1387 at gl_scene.cpp:865
FGLRenderer::RenderView(this=0x000061000055f1c0, player=0x0000000100b30c10) + 564 at gl_scene.cpp:942
FGLInterface::RenderView(this=0x0000600000001ac0, player=0x0000000100b30c10) + 35 at gl_scene.cpp:1283
D_Display() + 1626 at d_main.cpp:770
<...>
Most likely a wrong subsector was passed to DrawSubsectorLights() function. If I got it right, this should be fixed like this.

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