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Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 15:57
by werdanith
This issue is fixed in the latest master.
Scrawl, you are a magician. :D

Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 16:00
by psi29a
werdanith wrote:This issue is fixed in the latest master.
Scrawl, you are a magician. :D
Explain! :D

Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 16:04
by werdanith
The latest master contains two fixes by scrawl, one on certain meshes having the wrong shape and one on batching.
One of the two did the trick, and given that the error message was about the minimum corner of a box being out of bounds my guess is it was the first one.

Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 16:15
by werdanith
Crap, nevermind, it's still here for some cells.
The ones I've located so far are Balmora, Guild of Mages and Dagon Fel, The End of the World.

Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 16:41
by werdanith
I was wrong, it was the batching fix. I'll try to tweak that vector to see if I can prevent the crash.

Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 16:43
by psi29a
werdanith wrote:I was wrong, it was the batching fix. I'll try to tweak that vector to see if I can prevent the crash.
Can we do any sort of clamping to prevent the out of bounds issue or does it need a 'proper' fix?

Re: Ogre crash introduced with rendering fix

Posted: 05 Mar 2012, 16:51
by werdanith
The original values are set to 2500 I've set them to 2000 and the Mages Guild works, but the inn still crashes. When I got the value down to 1000 the inn stoped crashing as well. This is ridiculous
BrotherBrick wrote:Can we do any sort of clamping to prevent the out of bounds issue or does it need a 'proper' fix?
I don't think we can make a proper fix since apparently this is not a bug in our codebase.