Moves shadow map and terrain overlay to GL texture class continuing rP26107.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4393
Moves shadow map and terrain overlay to GL texture class continuing rP26107.
Description
Details
Event TimelineComment Actions Looks like Atlas stops considering rendering or shader settings $ git checkout 7dda8feb581506bfde816226b7739659ee87ac15 HEAD is now at 7dda8feb58 [Windows] Automated build. Build - succesfull $ git checkout 955394cadf87166f155dee28097cc903c8f837b1 HEAD is now at 955394cadf Moves shadow map and terrain overlay to GL texture class continuing rP26107. Build - succesfull Thread 1 "main" received signal SIGSEGV, Segmentation fault. #0 0x083fc6d1 in ShadowMap::BindTo (this=0x9f8417c, shader=std::shared_ptr<CShaderProgram> (use count 2, weak count 2) = {...}) at ../../../source/renderer/backend/gl/Texture.h:50 #1 0x08491afb in ShaderRenderModifier::BeginPass (this=0xa827110, shader=std::shared_ptr<CShaderProgram> (use count 2, weak count 2) = {...}) at ../../../source/renderer/RenderModifiers.h:107 #2 0x083e2cf6 in ShaderModelRenderer::Render (this=0xab6d8e0, modifier=std::shared_ptr<RenderModifier> (use count 2, weak count 0) = {...}, context=..., cullGroup=0, flags=0) at /usr/include/c++/8/bits/shared_ptr_base.h:1018 Comment Actions If by transition you mean the GL one then it's going to last for some time. So it's better to figure out the crash earlier. |