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Do not use GPUSkinning without glsl [Crash fix]
Needs RevisionPublic

Authored by Angen on Nov 13 2019, 7:35 PM.

Details

Reviewers
Stan
vladislavbelov
Trac Tickets
#5635
Summary

VertexAttribPointer is not implemented on ARB and GLES, but is called when gpuskinning.
This patch is avoiding that to happen the way that if gpuskinning is chosen and glsl is not prefered, gpuskinning is not done.

Test Plan

Run game with gpuskinning = "true" in config file and with prefer glsl disabled.
Confirm game is not crashing with this patch.

Event Timeline

Angen created this revision.Nov 13 2019, 7:35 PM
Owners added a subscriber: Restricted Owners Package.Nov 13 2019, 7:35 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/572/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1086/display/redirect

vladislavbelov added inline comments.
source/renderer/Renderer.cpp
563

I think it's incorrect to insert it inplace. Since we want to disable GPU skinning at all in that case. Also we don't have to do some work in Model.cpp related to GPU skinning in case it's disabled.

vladislavbelov requested changes to this revision.Jan 3 2020, 8:04 PM
This revision now requires changes to proceed.Jan 3 2020, 8:04 PM