�"复: [Bf-committers] vc7.1 build,debug version crash

Stealth Apprentice stealthapprentice at yahoo.com
Sat Jan 7 19:15:56 CET 2006


Hmm, I just tested my build, in Debug, and got no
crash.

What compiler are you using? What steps do you use to
get the crash?

--- cyf <mailcyf at vip.sina.com> wrote:

> 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: �"复: [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
> bug�Obecause
> >> Realese version works fine for me! What is
> different
> >> between release and debug version!
> >> 
> >> 
> >> -----�,�件�ZY件-----
> >> �'件人:
> >> bf-committers-bounces at projects.blender.org
> >>
> [mailto:bf-committers-bounces at projects.blender.org]
> >> 代表 Gilbert, Joseph T.
> >> �'�?��-��-�: 2006年1�o^7�-�
0:01
> >> �"�件人: bf-blender developers
> >> 主�~: 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 ODE version in /lib/windows is out of date and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
> >>  
> >>  
> >> 
> >>  
> >>  
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at projects.blender.org
> >>
> >
>
http://projects.blender.org/mailman/listinfo/bf-committers
> >> 
> >> 
> >> 
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at projects.blender.org
> >>
> >
>
http://projects.blender.org/mailman/listinfo/bf-committers
> >> 
> > 
> > 
> > 
> > 
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> > _______________________________________________
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> >
>
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> > 
> >> _______________________________________________
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> Bf-committers at projects.blender.org
>
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> 



		
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