Exception in 1080i Mode : Solved
by Henry Shilling · in Torque X 2D · 08/26/2009 (8:48 am) · 3 replies
I only get this exception when running in 1080i mode. Everything works well in 720 and 480. I don't know if you can see from the dump but it falls in the T2DParticleEffect.
I looked this up and found a post about it on the XNA forums. It looks like there is code to make a fix, here is the comment on the section:
Any Ideas?
+ $exception {System.InvalidOperationException: The operation was aborted. You may not modify a resource that has been set on a device, or after it has been used within a tiling bracket.
at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Helpers.ThrowExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.IndexBuffer.SetData[T](Int32 offsetInBytes, Int16[] data, Int32 startIndex, Int32 elementCount)
at Microsoft.Xna.Framework.Graphics.IndexBuffer.SetData[T](Int16[] data, Int32 startIndex, Int32 elementCount)
at GarageGames.Torque.T2D.T2DParticleEffect.Render(SceneRenderState srs)
at GarageGames.Torque.T2D.T2DSceneGraph._RenderObjects(TorqueObjectType renderMask, Single aspectRatio)
at GarageGames.Torque.SceneGraph.BaseSceneGraph.PreRender(GFXDevice gfx, TorqueObjectType renderMask, TorqueObjectType noRenderMask, Single aspectRatio)
at GarageGames.Torque.GUI.GUISceneview.OnRender(Vector2 offset, RectangleF updateRect)
at SuicideBomber.GuiPlay.OnRender(Vector2 offset, RectangleF updateRect)
at GarageGames.Torque.GUI.GUICanvas.OnRender(Vector2 offset, RectangleF updateRect)
at GarageGames.Torque.GUI.GUICanvas.RenderFrame()
at GarageGames.Torque.XNA.TorqueEngineComponent.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
at GarageGames.Torque.GameUtil.TorqueGame.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.XboxGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at SuicideBomber.Game.Main()
} System.Exception {System.InvalidOperationException}I looked this up and found a post about it on the XNA forums. It looks like there is code to make a fix, here is the comment on the section:
// NOTE:- It's important to note that the vertex/index offsets may not realize the vertex/index
// counts as emitters can be hidden and therefore won't contribute to the offset into the
// vertex/index buffers.
// JMQ: except that if you pass a zero vertexOffset or indexOffset into the SetData function, it
// will throw an exception. Added a check for that.Any Ideas?
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#2
I've made a few posts about this issue along with tile maps before. Basically your render buffer on the Xbox 360 is exceeding 10Mb, when this happens the Xbox slips into whats called Predicate Tiling. Take special note of the "Restrictions Encountered After Predicated Tiling Has Been Triggered" section.
I made a pretty thorough explaination of the problem in this thread.
Since there would be some major architectural changes required to make this work (and also some other limitations caused by using a larger back buffer) I would probably steer clear of anything that might cause predicate tiling. This would basically include anything that pushes the back buffer over 10Mb (multi sampling, 1080i/p, etc).
08/26/2009 (9:02 pm)
Hey Henry,I've made a few posts about this issue along with tile maps before. Basically your render buffer on the Xbox 360 is exceeding 10Mb, when this happens the Xbox slips into whats called Predicate Tiling. Take special note of the "Restrictions Encountered After Predicated Tiling Has Been Triggered" section.
I made a pretty thorough explaination of the problem in this thread.
Since there would be some major architectural changes required to make this work (and also some other limitations caused by using a larger back buffer) I would probably steer clear of anything that might cause predicate tiling. This would basically include anything that pushes the back buffer over 10Mb (multi sampling, 1080i/p, etc).
#3
All my graphics are built for 720, and I didn't understand why changing my box to 1080 would do anything. I am going to go and read your threads. Thanks alot.
08/27/2009 (1:49 am)
Wow thanks, I really don't know how to limit them from changing to 1080 though. Is there a way?All my graphics are built for 720, and I didn't understand why changing my box to 1080 would do anything. I am going to go and read your threads. Thanks alot.
Torque 3D Owner Henry Shilling
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