After experimenting this issue for a long time I have found that there is a correlation with the issue of running out of free space in macroblock buffer.
Probably something is mishandled when the error happens and the half-compiled block is still used, which might lead crashes and various weird behavior.
Currently, the macroblock buffer size was increased to avoid running out of free space, so, it is unlikely that this issue comes back again. Yet it would be better to figure out what goes wrong with bubbling up from the depths of compiling.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
--- old+++ new@@ -1,4 +1,3 @@The clickBOOM Quake port is suffering from intermittent rendering bugs: some polygons are not rendered properly, only filled up with black color.
-Sometimes the game crashes while the demo is played back.Thanks to Luigi Burdo for the report.
status: accepted --> pending
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
After experimenting this issue for a long time I have found that there is a correlation with the issue of running out of free space in macroblock buffer.
Probably something is mishandled when the error happens and the half-compiled block is still used, which might lead crashes and various weird behavior.
Currently, the macroblock buffer size was increased to avoid running out of free space, so, it is unlikely that this issue comes back again. Yet it would be better to figure out what goes wrong with bubbling up from the depths of compiling.
I have extracted out the crash issue to a new ticket: [#52]
The wrong rendering is workarounded by enlarging the macroblock array.
Related
Tickets:
#52Diff: