Re: [hlcoders] CUtlLinkedList overflow

2005-10-02 Thread Justin Krenz

On the Garry's Mod forum, I managed to find a post about this:
http://forums.facepunchstudios.com/showthread.php?t=19383.  It mentions
that basically this is from the physics system coming under too much
load.  Can anyone at Valve comment on this?  Is there anything I can do
to minimize this error?  It's bizarre because the game world is
completely still when the error can occur.  No physics collisions should
be occurring.

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Re: [hlcoders] CUtlLinkedList overflow

2005-10-02 Thread Justin Krenz

Thanks for the response, but that doesn't help at all.  Do you have
experience with this error at all or can you tell me anything about what
CUtlLinkedList is?

Adam "amckern" Mckern wrote:

It sounds like your sending to many commands, or
useing to much memory with the same asset

Look at your code, and see if you put a function in
the wrong spot

Adam


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Re: [hlcoders] memoverride.cpp voodoo!

2005-10-02 Thread Jeffrey \"botman\" Broome

Alfred Reynolds wrote:

Your best bet would be to examine the command line used by the .vcproj
files (in MSVC++ I suspect) and see what differs.


To wit...

IgnoreDefaultLibraryNames="LIBCD"

--
Jeffrey "botman" Broome

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[hlcoders] Alpha testing and the shader state

2005-10-02 Thread Greg Chadwick
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I'm writing a shader where I wish to utilise alpha testing however I
want to alter the alpha reference value in the dynamic state block but
the alpha test function is in the IShaderShadow interface (i.e. I have
to alter the alpha reference value from the shadow state block).  Is
there any way for me to alter the alpha reference value from the dynamic
state block?

Also the code in the shadow state block appears to be called only once
rather than during every frame, does the state you set in the shadow
state block get cached and set every frame by the engine?  If there is
no way to alter the alpha reference value in the dynamic state block is
there a way to force the shadow state block to be called so I can set it
there?
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