-- [ Picked text/plain from multipart/alternative ] I added the second test as an assert and it wasn't hit when spawning 100 barrels and 20 SDK bots. How many props does it take before you start to hit that error?
UseTexture looks a little fishy, I've noticed some other bugs with flickering and disappearing shadows, and sometimes the shadow seems to render the whole texture page (or a bigger piece that its expecting) instead of the fragment? Regards, Paul On 3/28/07, Garry Newman <[EMAIL PROTECTED]> wrote: > > I've had shadow related crashlogs sent to me for as long as I can > remember and never been able to fix it.. I was wondering whether > anyone else had seen anything like this? > It seems to happen when there's a lot of props, so it might be unique > to gmod (and maybe sourceforts?). > Anyway, I found something today, in > > CTextureAllocator::GetTextureRect > > I got the feeling that the handle was invalid or something, so I added > > if ( !m_Textures.IsValidIndex( handle ) ) > { > Error( "Textures.IsValidIndex( handle )" ); > } > > before it accesses m_Textures. But that doesn't seem to trigger ever. > So I added.. > > if ( !m_Fragments.IsValidIndex( info.m_Fragment ) ) > { > Error( "!m_Fragments.IsValidIndex( info.m_Fragment )" ); > } > > just before it accesses m_Fragments. It seems to hit this quite a lot, > is that normal? That shouldn't ever happen, right? > > So, does this happen for anyone else or is it something I've screwed > up somewhere else? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders