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[ Picked text/plain from multipart/alternative ]
I've never seen a crash involving studiorender.dll.  But perhaps it is one
of your shaders.  Do you happen to know anything specific about the model it
was trying to draw there and what shader it was using?

On 9/17/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> So we released FF, and things are going pretty well. As with any mod I'm
> sure the flood of people having issues has begun. The most serious of the
> issues we are seeing is frequent client crashes in studiorender.dll. I
> went
> through a forum thread of about 20-30 dump files to see what kinda stuff I
> could come up with and about 95% of them were a crash in
> studiorender.dllHere's an example of the callstack we're seeing with
> the most common crash.
>
> > studiorender.dll!2c00bb0e()
> [Frames below may be incorrect and/or missing, no symbols loaded for
> studiorender.dll]
> studiorender.dll!2c017f4f()
> studiorender.dll!2c00bc31()
> studiorender.dll!2c002f30()
> engine.dll!200e8304()
> studiorender.dll!2c01e31e()
> materialsystem.dll!0d831704()
> materialsystem.dll!0d80dc29()
> materialsystem.dll!0d80dc99()
> studiorender.dll!2c001f39()
> engine.dll!200e8512()
> client.dll!C_BaseAnimating::InternalDrawModel(int flags=0x2406cc4b) Line
> 2560 C++
> datacache.dll!0d73497b()
> client.dll!C_BasePlayer::DrawModel(int flags=0x00000009) Line 1127 + 0xc
> bytes C++
> client.dll!C_FFPlayer::DrawModel(int flags=0x00000009) Line 1706 + 0xc
> bytes
> C++
> client.dll!DrawOpaqueRenderable(IClientRenderable * pEnt=0x00000000, bool
> twoPass=true) Line 1003 C++
> client.dll!CViewRender::DrawOpaqueRenderables(ClientWorldListInfo_t &
> info={...}, CRenderList & renderList={...}) Line 1115 + 0x10 bytes C++
> client.dll!CViewRender::WaterDrawHelper(const CViewSetup & view={...},
> ClientWorldListInfo_t & info={...}, CRenderList & renderList={...}, float
> waterHeight=-56.000000, int flags=0x0008a52c, view_id_t viewID=0x04921560,
> float waterZAdjust=0.00000000, int iForceViewLeaf=0xffffffff) Line 3983
> C++
> client.dll!CViewRender::ViewDrawScene_EyeUnderWater(bool
> bDrawSkybox=false,
> const CViewSetup & view={...}, int nClearFlags=0x00000002, const
> VisibleFogVolumeInfo_t & fogInfo={...}, const
> CViewRender::WaterRenderInfo_t
> & waterInfo={...}) Line 4311 C++
> client.dll!CViewRender::WaterDrawWorldAndEntities(bool bDrawSkybox=false,
> const CViewSetup & viewIn={...}, int nClearFlags=0x00000002) Line 3805 C++
> client.dll!CViewRender::ViewDrawScene(bool bDrew3dSkybox=true, bool
> bSkyboxVisible=true, const CViewSetup & view={...}, int
> nClearFlags=0x00000002, view_id_t viewID=VIEW_MAIN, bool
> bDrawViewModel=true, int baseDrawFlags=0x00000000) Line 1741 C++
> client.dll!CViewRender::RenderViewEx(const CViewSetup & view={...}, int
> nClearFlags=0x00000002, int whatToDraw=0x00000003) Line 3383 C++
> client.dll!CViewRender::Render(vrect_t * rect=0x0012e4f4) Line 1108 C++
> engine.dll!20193799()
> engine.dll!200c5e4f()
> engine.dll!200d1a6b()
> engine.dll!200d2177()
> engine.dll!200df035()
> engine.dll!200df163()
> engine.dll!200df20f()
> engine.dll!201892f3()
> engine.dll!201880d7()
> materialsystem.dll!0d80f2d5()
> engine.dll!200f100b()
> engine.dll!201881d4()
> engine.dll!201fe641()
> engine.dll!201888fe()
> engine.dll!201889bc()
> launcher.dll!100083e1()
> launcher.dll!100083e1()
> launcher.dll!10005cf2()
>
> Obviously we can't debug studiorender.dll Has anyone else run into issues
> like this? Anyone know of anything offhand that might cause render issues?
> We have a slight speculation of it potentially being LOD related so we're
> going to do some tests down that road of LOD-less models with some of the
> testers that are having issues and see if that goes anywhere, but any
> additional help would be appreciated. I still have the dump files as well
> if
> Valve is willing to take a look.
>
> Jeremy
> --
>
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