Memory acces violation on Renderworld?
Blitz3D Forums/Blitz3D Programming/Memory acces violation on Renderworld?
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Hi!, I have a script that hangs 1 out of 5 times. When I want to draw a lot of sprites (64x64) on a map, and then call Renderworld, Blitz hangs on "Renderworld"....is this a known problem? |
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More than 65536 vertices on a single surface would cause this. Might this be the case in your code? DirectX doesn't allow you to go beyond this number of vertices in a single surface. |
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When I want to draw a lot of sprites (64x64) on a map, and then call Renderworld, Blitz hangs on "Renderworld"....is this a known problem? Depends on what you mean by "known". It could be a million different things. In the old days, parenting static meshes to animated meshes would cause this. It's been fixed tho' AFAIK. |
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hmmmmm yes it's a vague problem and I am afraid I can't explain it without handing over lots of code, not very handy for a forum question :) |
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This happened to me, and I finally tracked it down to the fact that I should be using using TranslateEntity and NOT MoveEntity, in order to implement gravity (entity/terrain collision). Worth checking. |
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thanks, it isn't your problem (I use Translate already :P) but still handy to know for in future dev. |
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Hi, FlameDuck I will do this in a strange langue that only him and me understands... Hvorfor virker din hjemmeside ikke, man kan ikke hente dine demos ? |
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Hey - that is Esperanto - I understand it. Do you use Random Numners together with a timer-randomseed? This could be the reason why it fails only sometimes. If so then deactivcate the random-seed to make shure it is using the same numbers every time. And btw. I think we need a "How to track down bugs" Tutorial in the Tuts Forum! |
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"I think we need a "How to track down bugs" Tutorial in the Tuts Forum!" I think that is a great idea! |
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It turned out to be a silly problem: I constantly used HideEntity and re-created 4096 new objects when the user wanted to go back to the edit-mode. I now use ShowEntity instead of re-creating and it works. |