[Bug 35133] The Incredible Adventures of Van Helsing (Steam) crashes with built-in d3dx9_36
wine-bugs at winehq.org
wine-bugs at winehq.org
Sun Sep 7 15:14:30 CDT 2014
https://bugs.winehq.org/show_bug.cgi?id=35133
--- Comment #11 from Anastasius Focht <focht at gmx.net> ---
Hello Béla,
thanks for the backtrace.
--- snip ---
wine: Unhandled page fault on write access to 0x00000000 at address 0x7e802156
(thread 0063), starting debugger...
...
Register dump:
CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
EIP:7e802156 ESP:02dbe360 EBP:02dbe3e8 EFLAGS:00010202( R- -- I - - - )
EAX:00000000 EBX:7e84e000 ECX:02dbe340 EDX:02dbe380
ESI:02dbe390 EDI:0221d860
...
Backtrace:
=>0 0x7e802156 D3DXIntersectTri+0x176(p0=<couldn't compute location>,
p1=<couldn't compute location>, p2=<couldn't compute location>,
praypos=<couldn't compute location>, praydir=<couldn't compute location>,
pu=<couldn't compute location>, pv=<couldn't compute location>, pdist=<couldn't
compute location>) [/home/gyebro/sources/wine-1.7.26/dlls/d3dx9_36/mesh.c:2410]
in d3dx9_36 (0x02dbe3e8)
1 0x00a0e7b3 in vanhelsing_x86 (+0x60e7b2) (0x02dbe430)
...
0x7e802156 D3DXIntersectTri+0x176
[/home/gyebro/sources/wine-1.7.26/dlls/d3dx9_36/mesh.c:2410] in d3dx9_36: fstps
0x0(%eax)
2410 *pu = vec.x;
Modules:
Module Address Debug info Name (141 modules)
PE 340000- 3c3000 Deferred physx3cooking_x86
PE 400000- 233b000 Export vanhelsing_x86
PE 2340000- 24da000 Deferred physx3common_x86
PE 4fd0000- 50a1000 Deferred steam
PE 7140000- 71ce000 Deferred xaudio2_7
PE 10000000-102e0000 Deferred physx3_x86
PE 30000000-302c1000 Deferred steam2
PE 38000000-38906000 Deferred steamclient
PE 3b400000-3b41d000 Deferred steam_api
PE 3f000000-3f0b0000 Deferred tier0_s
PE 3f600000-3f652000 Deferred vstdlib_s
PE 60000000-60021000 Deferred cserhelper
...
Threads:
process tid prio (all id:s are in hex)
...
00000061 (D) C:\Program Files\Steam\steamapps\common\The Incredible Adventures
of Van Helsing\VanHelsing_x86.exe
00000066 15
00000065 15
0000003d 0
00000027 0
00000026 0
00000025 0
0000004b 0
0000004c 0
00000067 0
00000064 0
00000063 0 <==
00000062 0
--- snip ---
It seems the barycentric hit coordinate out parameters (U,V) are optional.
There are various DX game engine/example snippets floating around that pass
NULL for these:
https://stackoverflow.com/questions/11161165/d3dxintersecttri-parts-of-my-mesh-dont-seem-to-produce-a-hit
--- snip ---
if(D3DXIntersectTri(&v1,&v2,&v3, &rayObjOrigin, &rayObjDirection, NULL, NULL,
&distanceToCollision))
{
hasHit = true;
}
--- snip ---
MSDN:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb172885%28v=vs.85%29.aspx
Regards
--
Do not reply to this email, post in Bugzilla using the
above URL to reply.
You are receiving this mail because:
You are watching all bug changes.
More information about the wine-bugs
mailing list