Opened 3 years ago
Closed 3 years ago
#12636 closed defect (fixed)
WME3D: Alpha Polaris - crash when cycling through available shadow types
Reported by: | lolbot-iichan | Owned by: | |
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Priority: | low | Component: | Engine: Wintermute |
Version: | Keywords: | Wintermute3D | |
Cc: | Game: | Wintermute |
Description (last modified by )
This is not required to complete the game, but may bring similar bugs in other games.
VERSION: Windows 10 x64, git master built with MSys2 MinGW x64.
TESTCASE:
- Start Alpha Polaris
- Begin first day, click through intro until you gain control over character
- Press Ctrl+F3 result
EXPECTED RESULT: Game secret combination is used to cycle through various shadow types
ACTUAL RESULT:
Thread 1 received signal SIGSEGV, Segmentation fault. 0x000000014030a492 in Wintermute::BaseSurfaceOpenGL3D::setTexture ( this=0xbaadf00dbaadf00d) at engines/wintermute/base/gfx/opengl/base_surface_opengl3d.cpp:294 294 prepareToDraw(); (gdb) bt #0 0x000000014030a492 in Wintermute::BaseSurfaceOpenGL3D::setTexture ( this=0xbaadf00dbaadf00d) at engines/wintermute/base/gfx/opengl/base_surface_opengl3d.cpp:294 #1 0x00000001402eddf3 in Wintermute::BaseRenderOpenGL3D::displayShadow ( this=0x5a314a0, object=0x54ae8650, lightPos=..., lightPosRelative=true) at engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp:214 #2 0x0000000140232adb in Wintermute::AdActor3DX::display (this=0x54ae8650) at engines/wintermute/ad/ad_actor_3dx.cpp:385 #3 0x000000014026fd95 in Wintermute::AdScene::displayRegionContent ( this=0x59465120, region=0x0, display3DOnly=false) at engines/wintermute/ad/ad_scene.cpp:1379 #4 0x000000014026f570 in Wintermute::AdScene::traverseNodes ( this=0x59465120, doUpdate=false) at engines/wintermute/ad/ad_scene.cpp:1231 #5 0x000000014026f6b2 in Wintermute::AdScene::display (this=0x59465120) at engines/wintermute/ad/ad_scene.cpp:1266 #6 0x000000014025939d in Wintermute::AdGame::displayContent ( this=0x127cb5b0, doUpdate=true, displayAll=false) at engines/wintermute/ad/ad_game.cpp:2126 #7 0x000000014022e7e9 in Wintermute::WintermuteEngine::messageLoop ( this=0x3179a60) at engines/wintermute/wintermute.cpp:314 #8 0x000000014022deba in Wintermute::WintermuteEngine::run (this=0x3179a60) at engines/wintermute/wintermute.cpp:140 #9 0x000000014002b9ff in runGame (plugin=0x2dc94d0, enginePlugin=0x2dc4ca0, system=..., debugLevels=...) at base/main.cpp:309 #10 0x000000014002d0a7 in scummvm_main (argc=1, argv=0x2722d30) at base/main.cpp:608 #11 0x0000000140029139 in SDL_main (argc=1, argv=0x2722d30) at backends/platform/sdl/win32/win32-main.cpp:71 #12 0x0000000140029077 in WinMain () at backends/platform/sdl/win32/win32-main.cpp:54 #13 0x00000001407b19e2 in main (flags=<optimized out>, cmdline=<optimized out>, inst=<optimized out>)
Change History (4)
comment:1 by , 3 years ago
Description: | modified (diff) |
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comment:2 by , 3 years ago
Description: | modified (diff) |
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Priority: | normal → low |
comment:3 by , 3 years ago
comment:4 by , 3 years ago
Resolution: | → fixed |
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Status: | new → closed |
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Can't reproduce with latest build.
Looks like code causing SIGSEGV was fixed.