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Rurouni Kenshin : Meiji Kenkaku Romantan Saisen
02-27-2013, 05:46 AM (This post was last modified: 02-27-2013 05:50 AM by [Unknown].)
Post: #29
RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen
Okay, sounds like a crash. I don't know how to get a trace on Android, unfortunately..

A couple things to try in GPU/GLES/TransformPipeline.cpp:

Change:
Code:
switch (vai->status) {

To:
Code:
vai->status = VertexArrayInfo::VAI_NEW;
switch (vai->status) {

If that doesn't help, it's probably in ComputeFastDCID() or something. If it does help, revert and change:
Code:
if (newHash != vai->hash) {

To:
Code:
if (newHash != vai->hash || true) {

If that helps, there's something probably wrong with vertice reuse. If it does, revert and change:
Code:
if (vai->vbo == 0) {

To:
Code:
if (vai->vbo) {
    glDeleteBuffers(1, &vai->vbo);
    vai->vbo = 0;
}
if (vai->ebo) {
    glDeleteBuffers(1, &vai->ebo);
    vai->ebo = 0;
}
if (vai->vbo == 0) {

This will test the vbo creation code path only. I think the above would really narrow it down.

Sorry, I don't have this game...

-[Unknown]
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Messages In This Thread
RE: [v0.6.1] [PC] ULJS00360 - Rurouni Kenshin Saisen - [Unknown] - 02-27-2013 05:46 AM
RE: Rurouni Kenshin Saisen - brujo55 - 06-05-2013, 11:31 PM
RE: Rurouni Kenshin Saisen - [Unknown] - 06-09-2013, 03:12 PM
RE: Rurouni Kenshin Saisen - brujo55 - 06-09-2013, 03:20 PM

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