El jue, 11-08-2005 a las 11:28 -0500, Jeffrey "botman" Broome escribió: > Chris Adams wrote: > > OK I've done some debugging for the particle error. > > > > The text below is my output from when I fire the pistol - the Assert() that > > it mentions is the line *after* the DevMsg line, so you can see that most of > > the particles don't cause errors when being sorted, just a few. Looking at > > the ones that have the problem, the min and max Z values are the same? > > Please let me know what you think: > > Divide by zero in particlemgr.cpp line 728: > > float flPercent = (zCoords[iCurParticle] - minZ) / (maxZ - minZ); > > ...this probably should be... > > float flPercent = 0.0f; > > if (abs(maxZ - minZ) > 0.00001) // avoid nasty divide by zero problem > flPercent = (zCoords[iCurParticle] - minZ) / (maxZ - minZ);
<me mode=lame> other idea: const EPSYLON = 0.000001; float diffZ = maxZ - minZ; if (!diffZ) diffZ = EPSYLON; //avoid divide by zero errors flPercent = (zCoords[iCurParticle] - minZ) / diffZ; if that also crash (maybe the coprocessor dont like really small values): if(!.. can be if (diffZ < EPSYLON)... </me> _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

