-
-
Notifications
You must be signed in to change notification settings - Fork 30
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[469c] GPF in UnrealEd when unaligning a "broken" surface #1254
Comments
Crash happens inside FLOAT BuildCoords( FModelCoords* Coords, FModelCoords* Uncoords )
{
guard(ABrush::BuildCoords);
if( Coords )
{
Coords->PointXform = (GMath.UnitCoords * PostScale * Rotation * MainScale);
Coords->VectorXform = (GMath.UnitCoords / MainScale / Rotation / PostScale).Transpose();
}
if( Uncoords )
{
Uncoords->PointXform = (GMath.UnitCoords / MainScale / Rotation / PostScale);
Uncoords->VectorXform = (GMath.UnitCoords * PostScale * Rotation * MainScale).Transpose();
}
return MainScale.Orientation() * PostScale.Orientation();
unguard;
} So I guess BuildCoords just called on NULL or Brush with NULL in PostScale or MainScale. Possible need check this case in case TEXALIGN_Default:
Orientation = Poly->Actor->BuildCoords(&Coords, &Uncoords); So there need check if
|
I changed renderer to Direct3D9 and tried also XOpenGL but GPF still happens when trying to unalign one of the surfaces of that brush. |
Yes. I describe above why for devs. |
In a map are a few "broken" surfaces, and when I select them and choose "Unalign", UnrealEd throws an GPF.
Details, Download link and Screenshots see https://ut99.org/viewtopic.php?p=142866
The text was updated successfully, but these errors were encountered: