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Segfault When Activating "show All Light Volumes" With A Selected Light With Light_center [closed]


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Steps to recreate:

 

1. Create a light

2. Give the light a light_center and move it so you can see it

3. Select the light

4. Activate "Show all light volumes"

5. Crash.

 

The segfault seems to originate in the RenderLightRadiiBox::render() method, possibly some incorrect array data is being passed to OpenGL.

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This may be connected with these deprecated vector3 functions I removed in one of the last commits. I'm at work, so I cannot do anything till the evening, I hope this is soon enough. Would I need a debugger to investigate this?

 

Is the light_center necessary? Ordinary lights "without" center are fine?

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This may be connected with these deprecated vector3 functions I removed in one of the last commits. I'm at work, so I cannot do anything till the evening, I hope this is soon enough. Would I need a debugger to investigate this?

 

You would probably need a debugger yes, for segfaults you really need a back trace. I can continue to investigate it, I just posted here to keep track of the problem.

 

Is the light_center necessary? Ordinary lights "without" center are fine?

 

That does seem to be the case, yes. I tried several times with a non-center light, and couldn't get it to crash (besides, if selecting ANY light in show-all-radius mode caused a crash it would have been picked up before now).

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You would probably need a debugger yes, for segfaults you really need a back trace. I can continue to investigate it, I just posted here to keep track of the problem.

Having to use a debugger is a problem for me as I couldn't get gdb to work in Windows and my Linux is a little screwed at the moment. So I'm probably not much of a help for you here, I'm afraid.

That does seem to be the case, yes. I tried several times with a non-center light, and couldn't get it to crash (besides, if selecting ANY light in show-all-radius mode caused a crash it would have been picked up before now).

Well yes, I can imagine that, but you never know...

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FIXED. A simple reordering of Light::renderSolid() solved the problem, for some reason the light center render code was messing up the renderer state so that the radius could no longer be drawn (I haven't bothered to investigate in detail since it would require understanding the convoluted renderer code better than I do).

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