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?
>>
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>>
>>
>>     
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