A hard-to-track down bug I've found in MarkV while working on a mod.
Recently I released a couple new player models with increased vertex count and texture size and what have you. They drop right in to QuakeSpasm without any issues whatsoever. (These are the new models here).
The first model works just fine on MarkV, no problems. The second model (the female one) will crash the engine if chase_active is enabled. It dumps me straight to the desktop, no error message on the console or anything.
The only real change (numbers-wise) between the 2 models is the vertex count in the head (the female model has some hair features). So I did some testing, and found that by deleting a few vertices at any location, the model works just fine.
Initial impression is MarkV has a lower vertex limit, but I know this is not the case. I looked at the engine source and also recall Baker giving this number: 3984. This model, in it's entirety, isn't even half of that.
Scanning through the code, I see what looks like limitations within the interpolation calculations, so I turned lerping off. Still crashes.
My next thought was the light calculations on the model. Tried running the model on a map without light compilation, still crashes (I don't know if this really proves anything though).
Since it only crashes when the model is rendered (via chase_active), I'm thinking this a rendering issue and not a hard limit or model file issue. Although the game does seem to lag a bit even with chase_active off.
Any ideas on what's causing this?
Recently I released a couple new player models with increased vertex count and texture size and what have you. They drop right in to QuakeSpasm without any issues whatsoever. (These are the new models here).
The first model works just fine on MarkV, no problems. The second model (the female one) will crash the engine if chase_active is enabled. It dumps me straight to the desktop, no error message on the console or anything.
The only real change (numbers-wise) between the 2 models is the vertex count in the head (the female model has some hair features). So I did some testing, and found that by deleting a few vertices at any location, the model works just fine.
Initial impression is MarkV has a lower vertex limit, but I know this is not the case. I looked at the engine source and also recall Baker giving this number: 3984. This model, in it's entirety, isn't even half of that.
Scanning through the code, I see what looks like limitations within the interpolation calculations, so I turned lerping off. Still crashes.
My next thought was the light calculations on the model. Tried running the model on a map without light compilation, still crashes (I don't know if this really proves anything though).
Since it only crashes when the model is rendered (via chase_active), I'm thinking this a rendering issue and not a hard limit or model file issue. Although the game does seem to lag a bit even with chase_active off.
Any ideas on what's causing this?
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