Found by @evanlin96069: mesh_renderer.cpp (351) : Assertion Failed: debugMeshInfo.descriptionSlices.empty().
This indicates that the game is doing an additional render pass for the flashlight that I am not handling. This may be a problem because there may be extra calls to draw user-submitted meshes during the flashlight pass. The solution is probably something similar to the one in place for the skybox:
- find and hook
HL2FlashLightDrawerCode::Draw (or whatever)
- set a flashlight flag before entering game code, then call
ORIG_flashlight code
- early exit in
OnDrawOpaques and OnDrawTranslucents
- reset the flag after leaving game code
Found by @evanlin96069:
mesh_renderer.cpp (351) : Assertion Failed: debugMeshInfo.descriptionSlices.empty().This indicates that the game is doing an additional render pass for the flashlight that I am not handling. This may be a problem because there may be extra calls to draw user-submitted meshes during the flashlight pass. The solution is probably something similar to the one in place for the skybox:
HL2FlashLightDrawerCode::Draw(or whatever)ORIG_flashlightcodeOnDrawOpaquesandOnDrawTranslucents