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Complex skinned mesh generate a crash #66

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DavidWyand-GG opened this issue Oct 4, 2012 · 3 comments
Closed

Complex skinned mesh generate a crash #66

DavidWyand-GG opened this issue Oct 4, 2012 · 3 comments
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@DavidWyand-GG
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http://www.garagegames.com/community/forums/viewthread/127435

Originally THREED-3168

Build: 1.1 Final

Platform: Any

Target: TS System

Issues: As title

Steps to Repeat:

  1. Launch the game
  2. Enter on the World Editor
  3. Place a really complex shape with more of 16 bones that influences a single vertex.

Suggested Fix:

Increase the default number of the bones that can influence one vertex in the tsSkin

Around the line 392 of the ts/tsMesh.h:
view plainprint?
class TSSkinMesh : public TSMesh
{
public:
struct BatchData
{
enum Constants

{ // Increase the BonesPerVert value for complex skinned mesh -> //maxBonePerVert = 16, // Abitrarily chosen maxBonePerVert = 128, // <- THE NEW VALUE // <- Increase the BonesPerVert number for complex skinned mesh }
;
...

@ghost ghost assigned DavidWyand-GG Oct 4, 2012
@thecelloman
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We have this one in the CE. The suggested fix hasn't caused any known issues.

DavidWyand-GG added a commit that referenced this issue Oct 4, 2012
@DavidWyand-GG
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Fix checked into development branch.

@DavidWyand-GG
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Original notes from Chris:

FIX - Prevent crash when loading a DTS skinned mesh with more than maxBonePerVert weights per vertex. Instead, issue a console warning and ignore all but the maxBonePerVert largest influences (THREED-3168).

Bloodknight pushed a commit to Bloodknight/Torque3D-GarageGames that referenced this issue Sep 29, 2019
from user Ewyncat: more matrices for postfx
lukaspj pushed a commit to lukaspj/Torque3D-Old that referenced this issue Oct 2, 2020
from user Ewyncat: more matrices for postfx
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