Description | See above: game crashed while I deconstructed a large stone stockpile. It happened just when it was removed from the scene.
Exception occurred: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at VRageRender.MyHighlightPass.RecordCommands(MyRenderableProxy proxy, Int32 sectionmesh, Int32 inctanceId)
at VRageRender.MyHighlight.DrawMeshSection(MeshId model, MyRenderableComponent rendercomp, MyRenderLod renderLod, MyHighlightDesc desc)
at VRageRender.MyHighlight.DrawRenderableComponent(MyActor actor, MyRenderableComponent renderableComponent, HashSet`1 highlightDescs)
at VRageRender.MyHighlight.DrawHighlightedObjects()
at VRageRender.MyHighlight.Run(IRtvBindable target, ICustomTexture fxaaTarget, IDepthStencil depthStencilCopy)
at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
at VRageRender.MyRender11.DrawScene()
at VRageRender.MyRender11.Draw(Boolean draw)
at VRageRender.ExternalApp.MyRenderThread.Draw()
at VRageRender.ExternalApp.MyRenderThread.RenderCallback()
at SharpDX.Windows.RenderLoop.Run(Control form, RenderCallback renderCallback, Boolean useApplicationDoEvents)
at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart(Object obj)
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