Crowds Demo - error on shadow toggle

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SpannerMan
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Crowds Demo - error on shadow toggle

Post by SpannerMan »

Just checking to see if its only me, but I think there may be a bug in the current Crowds Demo (CVS Head). If I turn shadows on/off a couple of times from the GUI checkbox, I get a nasty crash. It happens with both OpenGL and DX. It happens on my GeForce 7800GT and a Quadro NVS 285 at work.

I saved the call stack from the last crash if it helps at all:
> RenderSystem_Direct3D9.dll!Ogre::D3D9RenderSystem::_setTextureMatrix(unsigned int stage=0, const Ogre::Matrix4 & xForm={...}) Line 1781 + 0x19 bytes C++
OgreMain.dll!Ogre::RenderSystem::_setTextureUnitSettings(unsigned int texUnit=1, Ogre::TextureUnitState & tl={...}) Line 333 + 0x17 bytes C++
OgreMain.dll!Ogre::SceneManager::_setPass(const Ogre::Pass * pass=0x06f1cbf0, bool evenIfSuppressed=false, bool shadowDerivation=true) Line 987 C++
OgreMain.dll!Ogre::SceneManager::BRAND NAME::visit(const Ogre::Pass * p=0x032a3060) Line 2367 + 0x12 bytes C++
OgreMain.dll!Ogre::QueuedRenderableCollection::acceptVisitorGrouped(Ogre::BRAND NAME * visitor=0x00aef200) Line 394 + 0x16 bytes C++
OgreMain.dll!Ogre::QueuedRenderableCollection::acceptVisitor(Ogre::BRAND NAME * visitor=0x00aef200, Ogre::QueuedRenderableCollection::OrganisationMode om=OM_PASS_GROUP) Line 381 C++
OgreMain.dll!Ogre::SceneManager::renderObjects(const Ogre::QueuedRenderableCollection & objs={...}, Ogre::QueuedRenderableCollection::OrganisationMode om=OM_PASS_GROUP, bool doLightIteration=false, const std::vector<Ogre::Light *,std::allocator<Ogre::Light *> > * manualLightList=[0]()) Line 2445 C++
OgreMain.dll!Ogre::SceneManager::renderTextureShadowReceiverQueueGroupObjects(Ogre::RenderQueueGroup * pGroup=0x00afb550, Ogre::QueuedRenderableCollection::OrganisationMode om=OM_PASS_GROUP) Line 2342 C++
OgreMain.dll!Ogre::SceneManager::renderModulativeTextureShadowedQueueGroupObjects(Ogre::RenderQueueGroup * pGroup=0x00afb550, Ogre::QueuedRenderableCollection::OrganisationMode om=OM_PASS_GROUP) Line 2186 C++
OgreMain.dll!Ogre::SceneManager::_renderQueueGroupObjects(Ogre::RenderQueueGroup * pGroup=0x00afb550, Ogre::QueuedRenderableCollection::OrganisationMode om=OM_PASS_GROUP) Line 2501 + 0x2 bytes C++
OgreMain.dll!Ogre::SceneManager::renderVisibleObjectsDefaultSequence() Line 1849 C++
OgreMain.dll!Ogre::SceneManager::_renderScene(Ogre::Camera * camera=0x00aefb90, Ogre::Viewport * vp=0x00aceac8, bool includeOverlays=true) Line 1275 C++
Plugin_OctreeSceneManager.dll!Ogre::TerrainSceneManager::_renderScene(Ogre::Camera * cam=0x00aefb90, Ogre::Viewport * vp=0x00aceac8, bool includeOverlays=true) Line 531 + 0x17 bytes C++
OgreMain.dll!Ogre::Camera::_renderScene(Ogre::Viewport * vp=0x00aceac8, bool includeOverlays=true) Line 397 + 0x1d bytes C++
OgreMain.dll!Ogre::Viewport::update() Line 197 C++
OgreMain.dll!Ogre::RenderTarget::update() Line 112 C++
OgreMain.dll!Ogre::RenderWindow::update(bool swap=true) Line 76 C++
RenderSystem_Direct3D9.dll!Ogre::D3D9RenderWindow::update(bool swap=true) Line 906 C++
OgreMain.dll!Ogre::RenderWindow::update() Line 68 C++
OgreMain.dll!Ogre::RenderSystem::_updateAllRenderTargets() Line 106 + 0x11 bytes C++
OgreMain.dll!Ogre::Root::renderOneFrame() Line 743 C++
OgreMain.dll!Ogre::Root::startRendering() Line 731 + 0x7 bytes C++
Demo_Crowd.exe!0040504d()
[Frames below may be incorrect and/or missing, no symbols loaded for Demo_Crowd.exe]
msvcr80.dll!_getptd() Line 658 + 0x5 bytes C
Demo_Crowd.exe!00409b8b()
kernel32.dll!7c816fd7()
genva
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Post by genva »

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Post by SpannerMan »

Sorry, that post didnt come up in my search :oops:
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