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Infinite loop rendering death AFTER successful map build #85

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krazyjakee opened this issue Jul 20, 2023 · 1 comment
Closed

Infinite loop rendering death AFTER successful map build #85

krazyjakee opened this issue Jul 20, 2023 · 1 comment

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@krazyjakee
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Seems to be present since 4.0 beta 10 and continues to be present in 4.1.1.

While this may not directly be an issue with tbloader, it does raise questions about the state of the node tree at the end of the build. Also useful to have a ticket here if someone else hits this issue.

My map is mid-sized with ~100 entities. Immediately after a mesh build (you can see the updated nodes appear), Godot freezes and throws itself into an unrecoverable infinite loop.

ERROR:ERROR: Only one draw/compute list can be active at the same time.
 Only one draw/compute list can be active at the same time.
   at: (drivers/vulkan/rendering_device_vulkan.cpp:7735)
   at: (drivers/vulkan/rendering_device_vulkan.cpp:7735)
ERROR:ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
 Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_compute_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7748)

I'm tracking this related issue at Godot here: godotengine/godot#70607

@krazyjakee
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Workaround is to set particle draw order from DRAW_ORDER_VIEW_DEPTH to DRAW_ORDER_INDEX.

Can confirm. Absolutely nothing to do with tbloader, my bad.

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