GLWF v64 memory access violation

Monkey Forums/Monkey Bug Reports/GLWF v64 memory access violation

teremochek(Posted 2012) [#1]
At version 60 it works, but the 64 will give this error.
In version 63b, too.
memory access violation


in console
...

(null)
STOPPED
Monkey Runtime Error : Memory access violation

TRANS FAILED: TRANS Failed to execute 'MonkeyGame', return code=1073807364
Done.


This happens with the two samples where LOADSTRING.

on Android - The application has stopped unexpectrdly

on Flash - No errors, but level is not loaded.


marksibly(Posted 2012) [#2]
More information please...preferably some sample code that reproduces the problem.

'It crashes' doesn't give me much to go on.

Have you tried the bananas/mak/unicodetest sample? It works here on both Flash and Android.


teremochek(Posted 2012) [#3]
-> Have you tried the bananas/mak/unicodetest sample?
Yeah, I try. looks like work.

->More information please...preferably some sample code that reproduces the problem.
Good! Now I understood why created - Debug.

Rendering operations can only be performed inside OnRender
If titleimage1_time<190 Then DrawImageRect( titleimage1, 0*zoomX, 0*zoomY, 0, 0, 312, 192, 0, 1*zoomX, 1*zoomY, 0 )
If titleimage1_time>189 Then DrawImageRect( titleimage2, 0*zoomX, 0*zoomY, 0, 0, 312, 192, 0, 1*zoomX, 1*zoomY, 0 )


This happens with all the graphics functions in the method OnRender.


dawlane(Posted 2012) [#4]
I would check your code and make sure that you are not calling any kind of drawing functions from outside of OnRender.


teremochek(Posted 2012) [#5]
i delete this


teremochek(Posted 2012) [#6]
If I remove all the draw function of the method OnRender(), then the game is running.


marksibly(Posted 2012) [#7]
Hi,

Please post a 'runnable' sample - ie: some code that I can actually run!


teremochek(Posted 2012) [#8]
1


teremochek(Posted 2012) [#9]
2


teremochek(Posted 2012) [#10]
3


teremochek(Posted 2012) [#11]
Import mojo
'Mojo settings
#MOJO_HICOLOR_TEXTURES="true"
#MOJO_IMAGE_FILTERING_ENABLED="false"
'GLFW settings
#GLFW_WINDOW_TITLE="~qElectro Man Merry Christmass~q"
#GLFW_WINDOW_WIDTH=960
#GLFW_WINDOW_HEIGHT=640
#GLFW_WINDOW_RESIZABLE="false"
#GLFW_WINDOW_FULLSCREEN="false"

#OPENGL_GLES20_ENABLED="true"
#OPENGL_DEPTH_BUFFER_ENABLED="true"
'C++ settings - valid for glfw, ios, stdcpp
#CPP_INCREMENTAL_GC=1
#CPP_DOUBLE_PRECISION_FLOATS=0
#HTML5_SUSPEND_ON_BLUR_ENABLED="false"

Class GameObject
	    Method Create() Abstract
		Method Update() Abstract
	Method Draw()
	End Method
End 

Class MyGame Extends App
	Method OnCreate()
	End
	
	Method OnUpdate()	
	End Method

	Method OnRender()
		DrawRect 16, 20, 32, 32
    End Method
    
End


Function Main:Int()
	New MyGame
End



teremochek(Posted 2012) [#12]
i found it

#OPENGL_GLES20_ENABLED="true"



dawlane(Posted 2012) [#13]
If I remember Mark said that GLES2.0 won't work with mojo and you have write pure OpenGL code to use it. There's a post somewhere that explains it.


teremochek(Posted 2012) [#14]
Exactly. I also remembered.
It will be a good experience for me.