Dreikblack Posted December 5, 2024 Share Posted December 5, 2024 Can't reproduce it yet in simple example since it tends to happen with big maps with many entities. In my game it can be reproduced by: 1. New game or Choose Map ->Easy Map -> Ok 2. F5 to quick save 3. After a second (have a delay to prevent other issue with double click) press F9 for quick load. 4, Do Quick Load 5+ times and eventually it either HUD became invisible fully or partly (buttons still can be pressed so it's not sudden UI->SetHidden anywhere) or game stuckes on Loading screen, but in fact game is just not being rendered - "Error: Invalid value" in console after every world->Render() Another way is starting new game, returning to main menu and starting again. Also beside HUD also anything transparent seems to be non rendered - shotgun cones, fog cubes, blood decals. And for some reason gibs invisible too (they only thing with a physics tho). 1 Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted February 12 Author Share Posted February 12 After UI update HUD is working, but is not rendered anymore after 5+ loads Quote Link to comment Share on other sites More sharing options...
klepto2 Posted February 12 Share Posted February 12 Might be related to this: it happens as soon as generated meshes or instances go beyond a certain value. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted March 4 Share Posted March 4 On 2/12/2025 at 1:05 PM, klepto2 said: Might be related to this: it happens as soon as generated meshes or instances go beyond a certain value. This issue is resolved. @DreikblackDo you still experience this problem with the current build? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted March 5 Author Share Posted March 5 6 hours ago, Josh said: @DreikblackDo you still experience this problem with the current build? Yes. Now it's takes twice longer and before it happens another render bug happens: 1. Random visual artifacts - black strip, cubes. Visible only at some angles. 2. No outlines. 3. No sprites. 4. No brush circles under characters. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 5 Share Posted March 5 Okay, thanks for the info. I am going through all reports. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted March 5 Author Share Posted March 5 Tried in debug with Easy map - render broke on 11th reload (only HUD visible, like in 2nd post). No errors in console. btw memory usage keep increasing a bit with load, was something like 2 GB when issue appeared. 1 Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted Sunday at 03:52 AM Author Share Posted Sunday at 03:52 AM Tried to reproduce it in FPS template. For some reason loading background is not stuck as in my game, but rendering in general breaks in strange ways after 20-30 loads: Just replace main in FPS template project and keep hitting F9 after load until you get you similar result: #include "Leadwerks.h" #include "ComponentSystem.h" #include "Encryption.h" using namespace Leadwerks; shared_ptr<Scene> scene; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<World> loadingWorld; shared_ptr<Interface> ui; shared_ptr<Font> font; iVec2 framebufferSize; shared_ptr<Widget> btn; shared_ptr<Sprite> loadingBackground; shared_ptr<Camera> loadingCamera; void initScene() { loadingWorld->Render(framebuffer); world = CreateWorld(); WString mapname = "Maps/start.map"; scene = LoadScene(world, mapname); for (auto const& entity : world->GetEntities()) { auto camera = entity->As<Camera>(); if (camera) { ui = CreateInterface(camera, font, framebufferSize); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); btn = CreateButton("Test",100, 100, 100, 100, ui->root); break; } } } int main(int argc, const char* argv[]) { RegisterComponents(); auto displays = GetDisplays(); auto window = CreateWindow("Leadwerks", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); framebuffer = CreateFramebuffer(window); font = LoadFont("Fonts/arial.ttf"); framebufferSize = framebuffer->GetSize(); loadingWorld = CreateWorld(); loadingBackground = CreateSprite(loadingWorld, framebuffer->size.width, framebuffer->size.height); loadingBackground->SetColor(0.3f, 0.2f, 0.2f); loadingCamera = CreateCamera(loadingWorld, PROJECTION_ORTHOGRAPHIC); loadingCamera->SetPosition(framebufferSize.x * 0.5f, framebufferSize.y * 0.5f, 0); initScene(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_F9)) { initScene(); } world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Josh Posted Sunday at 04:35 AM Share Posted Sunday at 04:35 AM We know there is a memory leak in the map loader, There is a good chance these things may be related. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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