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TGEA 1.7.1 - smSingleTexture causes crash if true.

by Stefan Lundmark · in Torque Game Engine Advanced · 09/18/2008 (2:51 am) · 1 replies

This concerns the Clipmapper.

Setting smSingleTexture to true gives me an assert when I've finished loading the mission and about to pop into the game. Here's the spot:

AssertFatal(delta >= 1 && delta <= 4, 
      "ClipMap::calculateClipMapLevels - range in levels outside of 2..4 range!");

And here's the callstack:
Quote:
ClipMap::calculateClipMapLevels(const float near=44.621399, const float far=48.621399, const RectF & texBounds={...}, int & outStartLevel=2, int & outEndLevel=2) Line 438

BatchHelper::batchChunk(EmitChunk * ec=0x020c0e04, const float squareDistance=44.621399, float zDelta=-28.960533) Line 324

TerrainRender::emitTerrChunk(SquareStackNode * n=0x0012f0c8, float squareDistance=44.621399, unsigned int lightMask=0, float zDelta=-28.960533, float squareDistanceLOD=44.621399) Line 379

TerrainRender::processBlock(SceneState * __formal=0x088efb10, EdgeParent * topEdge=0x020c0100, EdgeParent * rightEdge=0x020c00cc, EdgeParent * bottomEdge=0x020c0044, EdgeParent * leftEdge=0x020c0098) Line 526 + 0x31 bytes

TerrainRender::renderBlock(TerrainBlock * block=0x088c1a60, SceneState * state=0x088efb10, MatInstance * m=0x00aa4f20, SceneGraphData & sgData={...}) Line 1232 + 0x2b bytes


#1
11/06/2008 (4:57 am)
Correct. The code involved is nonsense and the current clipmap rendering machinery does not even support sticking to a single clipstack level. Removed the option for now.