if I create a Mesh (EX9.Geometry Join) node I get the exceptions attached.
In the patch there is just that node and a TTY Renderer, since I was trying the reproduce this issue.
If TTY ain’t showing nothing strange, then try to move Mesh node, and errors would show - at least here happens this way.
vvvv.exe-exception-2012-06-06.txt (17.2 kB)
mesh exceptions.v4p (874 Bytes)
In the patch in which I have problems I create dynamically the indexes (012230456 and so on) then, based on the number of indexes, patch calculates how many Vertex Positions should be taken from a spread of values.
I noticed that probably something happens when there are “too many” indexes compared to “available” vertex positions.
I thought in that case we would have a spread behavior, with values repeated to “fill” indexes “in excess”.
I would add that with an Nvidia card vvvv freezes, instead with an ati integrated mesh disappears from renderer but vvvv won’t freeze.
Attached log from this studio patch.
vvvv.exe-exception-2012-06-07.txt (19.5 kB)
regarding the error in 1: fixed, danks.
regarding the problem in 2: don’t think it is related to 1 and hard to understand without a testpatch.