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

cyf mailcyf at vip.sina.com
Sun Jan 8 03:18:03 CET 2006


visual studio .net 2003
compiler version 13.10.3077 for 80x86

blenderplayer.exe *.blender

webhaloparty.blend shiny_ipac.blend  and some other .blender file works fine,
walkthrough_demo.blend crash when player starts ,NevaehPacked.blend  ,crash after select a plane!


----- Original Message ----- 
From: "Stealth Apprentice" <stealthapprentice at yahoo.com>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Sunday, January 08, 2006 2:15 AM
Subject: Re: �"复: [Bf-committers] vc7.1 build,debug version crash


> 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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>> > Bf-committers at projects.blender.org
>> >
>>
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>> > 
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>>
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> 
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