nope. All props are using standard Vertexlitgeneric. This is the full
callstack
engine.dll!CModelRender::FindOrCreateStaticPropColorData(unsigned short
handle=24) Line 3267 + 0x9 bytes C++
engine.dll!CModelRender::UpdateStaticPropColorData(IHandleEntity *
pProp=0x0ca55000, unsigned short handle=24) Line 3811 C++
engine.dll!CModelRender::RestoreAllStaticPropColorData() Line 4070 +
0x1b bytes C++
materialsystem.dll!CMaterialSystem::RestoreShaderObjects(void * (const
char *, int *)* shaderFactory=0x0ee1bc30, int nChangeFlags=0) Line 1244
+ 0xc bytes C++
shaderapidx9.dll!CShaderDeviceDx8::ReacquireResourcesInternal(bool
bResetState=true, bool bForceReacquire=true, const char *
pszForceReason=0x0eeed3f0) Line 2309 C++
shaderapidx9.dll!CShaderDeviceDx8::ResizeWindow(const ShaderDeviceInfo_t
& info={...}) Line 2340 + 0x10 bytes C++
shaderapidx9.dll!CShaderDeviceDx8::CheckDeviceLost(bool
bOtherAppInitializing=false) Line 2471 + 0xb bytes C++
shaderapidx9.dll!CShaderDeviceDx8::Present() Line 2997 C++
materialsystem.dll!CMaterialSystem::SwapBuffers() Line 3498 C++
engine.dll!CL_TakeSnapshotAndSwap() Line 1277 C++
engine.dll!SCR_UpdateScreen() Line 270 C++
engine.dll!_Host_RunFrame_Render() Line 2237 C++
engine.dll!_Host_RunFrame(float time__USE_VCR_MODE=0.0092504807) Line
2806 C++
engine.dll!Host_RunFrame(float time__USE_VCR_MODE=0.0092504807) Line
2915 + 0xd bytes C++
engine.dll!CHostState::State_Run(float frameTime=0.0092504807) Line
481 C++
engine.dll!CHostState::FrameUpdate(float
time__USE_VCR_MODE=0.0092504807) Line 616 C++
engine.dll!HostState_Frame(float time__USE_VCR_MODE=0.0092504807) Line
116 C++
engine.dll!CEngine::Frame() Line 308 + 0xc bytes C++
engine.dll!CEngineAPI::MainLoop() Line 827 C++
engine.dll!CTacIntAppSystemsGroup::Main() Line 1315 + 0xa bytes C++
engine.dll!CAppSystemGroup::Run() Line 382 C++
engine.dll!CEngineAPI::RunListenServer() Line 1069 C++
engine.dll!CEngineAPI::Run() Line 1138 C++
launcher.dll!CAppSystemGroup::Run() Line 382 C++
launcher.dll!CAppSystemGroup::Run() Line 382 C++
launcher.dll!LauncherMain(HINSTANCE__ * hInstance=0x00400000,
HINSTANCE__ * hPrevInstance=0x00000000, char * lpCmdLine=0x002cef2c, int
nCmdShow=1) Line 1173 C++
Joel R. wrote:
> Any custom shaders on props?
>
>
> On Thu, Aug 6, 2009 at 10:05 AM, Minh <[email protected]> wrote:
>
>
>> Has anyone encountered the following crash in the engine.dll ?
>>
>> CColorMeshData *CModelRender::FindOrCreateStaticPropColorData(
>> ModelInstanceHandle_t handle )
>> {
>> ......
>> ......
>> Assert( modelloader->IsLoaded( instance.m_pModel ) && (
>> instance.m_pModel->type == mod_studio ) );
>> studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData(
>> instance.m_pModel->studio );
>>
>>
>>
>> It is happening to me constantly whenever i change resolutions on a
>> certain level. It only happens on some of my levels and I can't seem to
>> find the cause of it. I thought it had something to do with the number
>> of static props but I ended up removing all static props from my level
>> and it still gives me the same crash. Anyone have any experience with
>> this crash?
>>
>> _______________________________________________
>> 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
>
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders