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Fatal error with character model

by Andreas Johansen · in Torque Game Engine Advanced · 02/22/2008 (3:25 pm) · 1 replies

I have a character model that worked fine in TGE. From what I understand there wasn't any change with the dts/dsq system from TGE to TGEA, but I might be wrong. When I take the model and animation files I used in TGE and try to use them in TGEA I get the following assert failure when running debug build (release just give JIT debug).

Fatal: (d:\project\build and run\svn\source\engine\gfx\gfxdevice.cpp @ 410)

Trying to call drawPrimitive with no current primitive buffer, call setPrimitiveBuffer()


I've checked the memory data when this happens and it seems as if the buffer it tries to set is no valid, so my idea is that the whole loading of the mesh is fubared. Hence the question; did anything change with character models in TGEA, and do anyone know how I could fix this?

The character I'm using is the one from the Adam pack. We're creating our own character model, but don't have the resources to do custom animations, so will be using the rig from the Adam model. I therefor can't change much in the rig, but if I have to, I guess I must. If only GG would release their rawdata scenes for the space orc or something...

~Andreas

#1
02/22/2008 (5:00 pm)
Seems like this has to do with shadows and how they are rendered in TGEA. I stepped back on the call stack and saw a call to sgShadowProjector::sgRenderShape some 20 calls after the main call. Remmed out shadow rendering and now the model works. No shaows in the engine anymore 'tho...