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Problems with Lua - C++ binding


Rastar
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I am trying to bind a custom C++ class to Lua - for the first time, so I'm probably doing something wrong...

 

I have a simple test class

 

#pragma once
class ABC
{
public:
ABC();
};

 

and its binding file (luacommands.pkg)

 

$#include "ABC.h"
class ABC
{
ABC();
};

 

I run the processor from here http://www.leadwerks.com/werkspace/files/file/216-tolua/ with the command

 

tolua++.exe" -o gluecode.cpp luacommands.pkg

 

then include the gluecode.cpp in my build (which compiles). But if I now start the game, I get an access violation right away (even though the class isn't used anywhere).

 

First-chance exception at 0x5150C332 (lua51.dll) in TestGame.debug.exe: 0xC0000005: Access violation reading location 0x0000001C.

 

What am I doing wrong? Or is this not working in the beta build?

 

EDIT: This only happens if I add the Bloom shader (which is also Lua-based) to the camera. So I guess its Lua binding somehow interferes with mine. However, I want to use my class binding in a postprocessing step, so I need a way around this issue.

 

EDIT2: Nope, this happens if I add any Lua script to an entity in the scene.

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