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The game crashes [when enabling experimental gpuskinning feature].


gameboy
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@stanislas69 Yes, I've already enabled GLSL, and my computer supports the preferred GLSL.            When I cancel the choice of preferred GLSL in the game options, then enter the game game to crash, but I have set up preferglsl = true in default.cfg.            Why is the game crash?                 

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40 minutes ago, gameboy said:

@stanislas69 Yes, I've already enabled GLSL, and my computer supports the preferred GLSL.            When I cancel the choice of preferred GLSL in the game options, then enter the game game to crash, but I have set up preferglsl = true in default.cfg.            Why is the game crash?                 

Because that is an EXPERIMENTAL feature ?

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45 minutes ago, gameboy said:

@stanislas69 Yes, I've already enabled GLSL, and my computer supports the preferred GLSL.            When I cancel the choice of preferred GLSL in the game options, then enter the game game to crash, but I have set up preferglsl = true in default.cfg.            Why is the game crash?                 

Try this.

Set gpuskinning = false in local.cfg

Load a game. Set prefer glsl in the game options. Make sure everything works good. Exit the game.

Now go back to local.cfg and set gpuskinning = true

Now boot up the game again and load another match and see if it loads past 100%.

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I tried your way, and this crashes still appear. I think this skeletal animation function has not been realized. The annotation seems to have explained that maybe we should realize this function.

; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk

 

I wrote a piece of code, can you help me apply this code to this function? Thank you

 

attribute vec4 bone;
None.gifattribute vec4 weight;
None.gifuniform mat4 boneMatrices[
32];
None.gif
None.gifvoid main()
None.gif{    
None.gif    vec4 blendVertex 
= vec4(0000);
None.gif    
None.gif    
for(int i = 0; i < 4; i++)
None.gif    {    
None.gif    blendVertex 
+= boneMatrices[int(bone)] * gl_Vertex * weight;
None.gif    }
None.gif    
None.gif    gl_Position 
= gl_ModelViewProjectionMatrix * blendVertex;
None.gif    gl_TexCoord[
0= gl_MultiTexCoord0;
None.gif    gl_FrontColor 
= gl_Color;
None.gif    
None.gif    vec4 ecPos 
= gl_ModelViewMatrix * blendVertex;
None.gif    gl_FogFragCoord 
= abs(ecPos.z);
None.gif}

Edited by gameboy
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On 1/1/2018 at 1:36 PM, gameboy said:

When I set the option in default.cfg gpuskinning = true, and when I play the game, the game crashes when the game is loaded to 100%.

; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk
gpuskinning = true

Where it crashes? Could you retrieve a stack trace?

It seems working for me on macOS, I'll try on Windows later.

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@stanislas69 

crashlog.dmp

@vladislavbelov

ShaderProgram.cpp(234): Assertion failed: "count == 1"

'pyrogenesis.exe' (Win32): Loaded 'C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.16299.125_none_5d79065fa7de350f\comctl32.dll'. Cannot find or open the PDB file.
ShaderProgram.cpp(775): Assertion failed: "0 && ("Shader type doesn't support VertexAttribPointer")"

Edited by gameboy
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>	pyrogenesis.exe!CShaderProgramARB::Uniform(CShaderProgram::Binding id, unsigned int count, const CMatrix3D * v) Ligne 234	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CShaderProgram::Uniform(CStrIntern id, unsigned int count, const CMatrix3D * v) Ligne 765	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!InstancingModelRenderer::RenderModel(const std::shared_ptr<CShaderProgram> & shader, int __formal, CModel * model, CModelRData * __formal) Ligne 370	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!ShaderModelRenderer::Render(const std::shared_ptr<RenderModifier> & modifier, const CShaderDefines & context, int cullGroup, int flags) Ligne 765	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CRendererInternals::CallModelRenderers(const CShaderDefines & context, int cullGroup, int flags) Ligne 379	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CRenderer::RenderShadowMap(const CShaderDefines & context) Ligne 921	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor) Ligne 1515	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Ligne 1899	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CGameView::Render() Ligne 489	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!Render() Ligne 221	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!CGame::ReallyStartGame() Ligne 322	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!ProgressiveLoad() Ligne 239	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!Frame() Ligne 328	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Ligne 590	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!SDL_main(int argc, char * * argv) Ligne 632	C++	Les symboles ont été chargés.
 	pyrogenesis.exe!main_utf8(int argc, char * * argv) Ligne 126	C	Les symboles ont été chargés.
 	pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Ligne 151	C	Les symboles ont été chargés.
 	[Code externe]		Frame annoté
 	pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 364	C++	Les symboles ont été chargés.
 	[Code externe]		Frame annoté
 	[Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour kernel32.dll]		Frame annoté
	virtual void Uniform(Binding id, size_t count, const CMatrix3D* v)
	{
		ENSURE(count == 1);
		Uniform(id, v[0]);
	}

 

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  • s0600204 changed the title to The game crashes [when enabling experimental gpuskinning feature].

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