[Bf-committers] Game engine and VC11

Jürgen Herrmann shadowrom at me.com
Tue Apr 30 18:38:19 CEST 2013

Hi Brecht, 

thanks fort he Answer. I started to track the code execution by setting
breakpoints by hand. I ended up in

static int game_engine_exec(bContext *C, wmOperator *op)
	Scene *startscene = CTX_data_scene(C);

<----- SNIP ----> Some more code here...

Exception here 
-->	if ((rv3d->persp == RV3D_CAMOB) &&
	    (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) &&
	    (startscene->gm.stereoflag != STEREO_DOME))

It seems that 
	Scene *startscene = CTX_data_scene(C);
Didn't return a valid Scene * the debugger tells me that *startscene is

I tried to track down the execution stack of CTX_data_scene but this leads
me into the deeps oft he Windowmanager where i got lost at some point ;)
But as the debugger isn't very helpful I could be mistaking in this one.

I'll try to track from BL_KetsjiEmbedStart.cpp maybe I'm missing something

- Jürgen

-----Ursprüngliche Nachricht-----
Von: bf-committers-bounces at blender.org
[mailto:bf-committers-bounces at blender.org] Im Auftrag von Brecht Van Lommel
Gesendet: Dienstag, 30. April 2013 18:17
An: bf-blender developers
Betreff: Re: [Bf-committers] Game engine and VC11

It starts the game engine, so anything in source/gameengine could be causing
the crash. If it crashes without the debugger noticing maybe
exit() is being called somewhere? Though I can't see anything suspicious

The entry point for the game engine is the function StartKetsjiShell in


On Tue, Apr 30, 2013 at 11:23 AM, Jürgen Herrmann <shadowrom at me.com> wrote:
> Hi there,
> I tested the VC11 builds on windows 7 and all passed as expected.
> Only problem is that Blender crashes on Windows 8 when PKEY ispressed
without the debugger noticing.
> I think that there is another pointer problem in GHOST_Win32 but I don't
know where to look first.
> What happens in GE and GHOST, when PKEY is pressed? I need a starting 
> point for debugging ;)
> Best Regards
> Jürgen
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