MPxGeometryOverride crashes during Parallel Evaluation
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Maya 2020.2, CentOs 7, GeForce GTX 1080 (nvidia driver 450.66)
I've been debugging with the devkit geometryOverrideExample1 example, and I think I have finally narrowed down the crash to the following circumstances:
- Add a time attribute to GeometryOverrideExample1_shape and create an input connection from time1 (this is just to force the shape to participate in the EG)
- requiresUpdateRenderItems() returns false
- requiresGeometryUpdate returns true
I have managed to get about 9 different varieties of stack traces, but the most common seems to be a crash in:
OGS::Graphics::TraversalState::NewTraversalState(OGS::Objects::_ArrayList<OGS::Objects::UString*, OGS::Objects::NoLifetime<OGS::Objects::UString*> >*)
After trying to reproduce this issue with other devkit examples, I discovered that overriding isIndexingDirty() and setting it to false will avoid the crash.
I'm not using Evaluation Caching or VP2 Caching. At the moment I'm only interested in Parallel Evaluation. I think this combination is completely legitimate. For my use case I don't want to update my renderItems once they have been created, but I do expect the geometry to change. I may need to support animated topology, but I don't see how this could be problematic given that I'm not interested in using the caches.
I presume that this is a bug on Autodesk's side, but I'd love for someone to confirm this for me in case my paradigm is wrong.