Re: ç"å¤: [Bf-committers] vc7.1 build,debug version crash
cyf
mailcyf at vip.sina.com
Sat Jan 7 10:23:48 CET 2006
yes ,I have modify code , and all build go through!
but player sitll crash. it seems phy_ode is not the reason of crash,because release version works fine.
----- Original Message -----
From: "Stealth Apprentice" <stealthapprentice at yahoo.com>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Saturday, January 07, 2006 3:34 PM
Subject: Re: ç"å¤: [Bf-committers] vc7.1 build,debug version crash
>I too would appreciate it if someone could update ODE
> in the tree.
>
> I patched as follows below, which allows the whole
> source tree to compile successfully, but the crash
> still occurs.
>
>
>
> void ODEPhysicsEnvironment::removeConstraint(void*
> constraintid)
> {
> if (constraintid)
> {
> dJointDestroy((dJointID) constraintid);
> }
> }
>
> and
>
> //physics integrator + resolver update
> dWorldStep (m_OdeWorld,deltaTime);
> //dWorldQuickStep (m_OdeWorld,deltaTime);
>
>
>
>
>
>
>
>
> --- cyf <mailcyf at vip.sina.com> wrote:
>
>> Thanks for reply!
>> I will make a try!
>> But ,I couldn't confirm that will fix bugï¼Obecause
>> Realese version works fine for me! What is different
>> between release and debug version!
>>
>>
>> -----é,®ä»¶åZY件-----
>> å'件人:
>> bf-committers-bounces at projects.blender.org
>> [mailto:bf-committers-bounces at projects.blender.org]
>> 代表 Gilbert, Joseph T.
>> å'é?æ-¶é-´: 2006å¹´1æo^7æ-¥ 0:01
>> æ"¶ä»¶äºº: bf-blender developers
>> 主é¢~: RE: [Bf-committers] vc7.1 build,debug
>> version crash
>>
>> I have mentioned this multiple times (over the last
>> 2 years) and have yet to see this resolved. This has
>> nothing to do with Quicktime. It has to do that the
>> ODE version in /lib/windows is out of date and the
>> code in PHY_ode doesn't compile against it in in 1
>> or 2 places without a change. Until someone updates
>> the ODE library for the windows platform you'll have
>> to hack OdePhysicsEnvironment.cpp to get blender
>> compiling.
>>
>> ________________________________________
>> From: bf-committers-bounces at projects.blender.org
>> [mailto:bf-committers-bounces at projects.blender.org]
>> On Behalf Of chenyuefeng
>> Sent: Friday, January 06, 2006 2:54 AM
>> To: bf-committers at projects.blender.org
>> Subject: [Bf-committers] vc7.1 build,debug version
>> crash
>>
>> hi all:
>> I am newer of blend!,I have built blender by
>> vc7.1!
>> project set
>> remove micro WITH_QUICKTIME
>>
>> It is works all ok except PHY_ode
>>
>> error info:
>> ------ Build started: Project: PHY_Ode,
>> Configuration: BlenderPlayer Debug Win32 ------
>>
>> Compiling...
>> OdePhysicsEnvironment.cpp
>>
> \online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp(39)
>> : error C2660: 'dHashSpaceCreate' : function does
>> not take 1 arguments
>>
> \online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp(109)
>> : error C3861: 'dWorldQuickStep': identifier not
>> found, even with argument-dependent lookup
>>
> \online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp(208)
>> : error C2511: 'void
>> ODEPhysicsEnvironment::removeConstraint(int)' :
>> overloaded member function not found in
>> 'ODEPhysicsEnvironment'
>>
>>
> e:\online\blender\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.h(32)
>> : see declaration of 'ODEPhysicsEnvironment'
>> I deleted all dependency of PHY_ode! and compile
>> finish!
>>
>> test the blenderplayer
>> with NevaehPacked.blend
>> it gos well at begine,after select plane and going
>> to game scence,blenderplayer crash
>>
>> stack info:
>> blenderplayer.exe!malloc(unsigned int
>> nSize=3765269347) Line 139 + 0x15 C
>> blenderplayer.exe!_CxxThrowException(void *
>> pExceptionObject=0x0012f074, const _s__ThrowInfo *
>> pThrowInfo=0x0097fb68) + 0x39 C++
>> blenderplayer.exe!__RTDynamicCast(void *
>> inptr=0x05842030, long VfDelta=0, void *
>> SrcType=0x009a1690, void * TargetType=0x009a16b4,
>> int isReference=0) + 0x172 C++
>> >
>>
> blenderplayer.exe!KX_TouchSensor::KX_TouchSensor(SCA_EventManager
>> * eventmgr=0x051d0630, KX_GameObject *
>> gameobj=0x0521c708, bool bFindMaterial=false, const
>> STR_String & touchedpropname={...}, _typeobject *
>> T=0x009a3cf0) Line 110 + 0x1c C++
>> blenderplayer.exe!BL_ConvertSensors(Object *
>> blenderobject=0x05456cc8, KX_GameObject *
>> gameobj=0x0521c708, SCA_LogicManager *
>> logicmgr=0x052a1598, KX_Scene * kxscene=0x051d4978,
>> SCA_IInputDevice * keydev=0x052ae0e0, int &
>> executePriority=712, int activeLayerBitInfo=31, bool
>> isInActiveLayer=false, RAS_ICanvas *
>> canvas=0x0569df58, KX_BlenderSceneConverter *
>> converter=0x050afe90) Line 306 + 0x40 C++
>> blenderplayer.exe!BL_ConvertBlenderObjects(Main *
>> maggie=0x0543e1a8, const STR_String &
>> scenename={...}, KX_Scene * kxscene=0x051d4978,
>> KX_KetsjiEngine * ketsjiEngine=0x0543dad0,
>> e_PhysicsEngine physics_engine=UseSumo, _object *
>> pythondictionary=0x0eb642d8, SCA_IInputDevice *
>> keydev=0x052ae0e0, RAS_IRenderTools *
>> rendertools=0x0569dfc8, RAS_ICanvas *
>> canvas=0x0569df58, KX_BlenderSceneConverter *
>> converter=0x050afe90, bool
>> alwaysUseExpandFraming=false) Line 1363 + 0x39 C++
>>
>>
> blenderplayer.exe!KX_BlenderSceneConverter::ConvertScene(const
>> STR_String & scenename={...}, KX_Scene *
>> destinationscene=0x051d4978, _object *
>> dictobj=0x0eb642d8, SCA_IInputDevice *
>> keyinputdev=0x052ae0e0, RAS_IRenderTools *
>> rendertools=0x0569dfc8, RAS_ICanvas *
>> canvas=0x0569df58) Line 335 + 0x3a C++
>>
>> break line( red color):
>> KX_TouchSensor::KX_TouchSensor(SCA_EventManager*
>> eventmgr,KX_GameObject* gameobj,bool
>> bFindMaterial,const STR_String&
>> touchedpropname,PyTypeObject* T)
>> :SCA_ISensor(gameobj,eventmgr,T),
>> m_touchedpropname(touchedpropname),
>> m_bFindMaterial(bFindMaterial),
>> m_eventmgr(eventmgr),
>> /*m_sumoObj(sumoObj),*/
>> m_bCollision(false),
>> m_bTriggered(false),
>> m_bLastTriggered(false)
>> {
>> // KX_TouchEventManager* touchmgr =
>> (KX_TouchEventManager*) eventmgr;
>> // m_resptable = touchmgr->GetResponseTable();
>>
>> // m_solidHandle = m_sumoObj->getObjectHandle();
>>
>> m_hitObject = NULL;
>> m_colliders = new CListValue();
>>
>> KX_ClientObjectInfo *client_info =
>> gameobj->getClientInfo();
>> client_info->m_gameobject = gameobj;
>> client_info->m_auxilary_info = NULL;
>> client_info->m_sensors.push_back(this);
>>
>> m_physCtrl =
>>
> dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
>> MT_assert( !gameobj->GetPhysicsController() ||
>> m_physCtrl );
>> }
>>
>>
>> tested some other .blend file,I find that
>> blenderplayer load any blend file with physic
>> convert will crack!
>>
>> however release version of blenderplayer works fine!
>> then test with activexplayer and blender,it,s gets
>> same error.
>>
>> what's cause these problem! can any one help me!
>>
>> thanks all
>>
>> if
>> 2006/1/6
>>
>>
>>
>>
>>
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>>
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>>
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>
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>
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