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Question by robinking · Jul 21, 2010 at 06:28 PM · meshrenderingvertexmesh-deformation

Rendering error during mesh deformation - vertex sticks to middle of viewport

I have an interesting visual crash that happens a fair amount in my geo-mod system. I have trouble repeating it as it tends to happen only when things are going crazy! Basically I'm creating lots of custom meshes and manipulating the verts. Every now and then I get this happen. (There are three examples here - it's not split screen). As I move the viewpoint, the black spike continues to end in the centre of the view. Has anyone seen this before? I'm wondering if maybe I've assigned a non-existent vert to a tri or something? alt text

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Answer by robinking · Aug 05, 2010 at 01:40 PM

I've found the problem and for those who are interested, it's because somehow one of my vertices was being given position values of 'NaN'...

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Answer by Eric5h5 · Jul 21, 2010 at 07:46 PM

Either there's a bug in your code or else your graphics card has some bad VRAM.

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avatar image robinking · Jul 21, 2010 at 08:14 PM 0
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I'm quite sure it's my code, that's the point! But if anyone has seen this and can comment about when it happens (i.e. a triangle is using the same vert twice or something), it'll help me to fix my code...

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