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Unigine chokes if too much is visible from initial camera position


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Posted

We are having some issues with Unigine stalling at loading on very large levels. Changing the position and angle of the start camera currently seems to be a work around.

Posted

it seems \engine\render\direct3d10\framework\D3D10Shader.cpp line 676 and 640 have some problem,

if I change the code to

if(num_fragment_buffers) device->PSSetConstantBuffers(0,num_fragment_buffers,buffers);

 

engine load heaven in a much much faster speed.

 

the original code produce so many warnings without if(num_fragment_buffers)

Posted

This is very strange because Direct3D runtime shouldn't do any job in this case.

I have added such code into all D3D10/11 shaders.

Posted

if I just add those condition, there are still many info prompt in debug output of visual studio:

 

D3D10: INFO: ID3D10Device::OMSetBlendState: The currently bound BlendState is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #47: OMSETBLENDSTATE_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetShaderResources: A currently bound PixelShader ShaderResourceView is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #43: PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::RSSetState: The currently bound RasterizerState is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #46: RSSETSTATE_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::OMSetDepthStencilState: The currently bound DepthStencilState is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #48: OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetSamplers: A currently bound PixelShader Sampler is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #45: PSSETSAMPLERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::VSSetShader: The currently bound VertexShader is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #33: VSSETSHADER_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::PSSetShader: The currently bound PixelShader is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #42: PSSETSHADER_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::IASetInputLayout: The currently bound InputLayout is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #30: IASETINPUTLAYOUT_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::VSSetConstantBuffers: A currently bound VertexShader ConstantBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #35: VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::IASetVertexBuffers: A currently bound VertexBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #31: IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT ]
D3D10: INFO: ID3D10Device::IASetIndexBuffer: The currently bound IndexBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO #32: IASETINDEXBUFFER_UNBINDDELETINGOBJECT ]

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