GLWF v64 memory access violation
Monkey Forums/Monkey Bug Reports/GLWF v64 memory access violation
| ||
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. |
| ||
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. |
| ||
-> 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. |
| ||
I would check your code and make sure that you are not calling any kind of drawing functions from outside of OnRender. |
| ||
i delete this |
| ||
If I remove all the draw function of the method OnRender(), then the game is running. |
| ||
Hi, Please post a 'runnable' sample - ie: some code that I can actually run! |
| ||
1 |
| ||
2 |
| ||
3 |
| ||
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 |
| ||
i found it#OPENGL_GLES20_ENABLED="true" |
| ||
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. |
| ||
Exactly. I also remembered. It will be a good experience for me. |