[Bf-committers] Game engine and VC11

Alexandr Kuznetsov kuzsasha at gmail.com
Tue Apr 30 19:58:08 CEST 2013


Hi.

Did it crash before on Windows 8 for VC11 and official builds?
This might be some library kick ins, freeing memory allocated by 
different clib. Maybe it audaspace. Try to disable it.
Also, debug build should give backtrace if you are running it though VS.

Best,
Alex

On 4/30/2013 12:49 PM, Jürgen Herrmann wrote:
> Yes, the blenderplayer crashes as well.
> Strangely this only happens on Windows 8, on Windows 7 everything is fine
> and dandy.
>
> -----Ursprüngliche Nachricht-----
> Von: bf-committers-bounces at blender.org
> [mailto:bf-committers-bounces at blender.org] Im Auftrag von Dalai Felinto
> Gesendet: Dienstag, 30. April 2013 18:46
> An: bf-blender developers
> Betreff: Re: [Bf-committers] Game engine and VC11
>
> Hi Jurgen,
>
> Do you have the same problem with the blenderplayer?
> to try it you can call it via command-line with a file as argument:
>
> blenderplayer.exe mytestfile.blend
>
> 2013/4/30 Jürgen Herrmann <shadowrom at me.com>
>
>> Hi Brecht,
>>
>> thanks fort he Answer. I started to track the code execution by
>> setting breakpoints by hand. I ended up in view3d_view.c
>>
>> static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef
>> WITH_GAMEENGINE
>>          Scene *startscene = CTX_data_scene(C);
>>
>> <----- SNIP ----> Some more code here...
>>
>>          game_set_commmandline_options(&startscene->gm);
>>
>> 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 undefined.
>>
>> 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 there.
>>
>> - 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 immediately.
>>
>> The entry point for the game engine is the function StartKetsjiShell
>> in source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp.
>>
>> Brecht.
>>
>> 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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>>> Bf-committers at blender.org
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