Gilmer Posted October 14, 2010 Share Posted October 14, 2010 Why I use the SetWorldCullRange(), my program is crash? I update all files, and continue with StackOverflow.. Im still with the problem with "auto hide models", and i think that this function, will solve my problem, but donk cant use. Are something worng im my code? // ==================================================================== // This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard // Written by Rimfrost Software // http://www.rimfrost.com // ==================================================================== #include "engine.h" int main( int argn, char* argv[] ) { //Resolution int width=800,height=600; Initialize() ; RegisterAbstractPath("D:/Projetos/Rally"); SetAppTitle( "Rally" ) ; Graphics( width, height ) ; AFilter() ; TFilter() ; // Cria FrameWork TFramework framework=CreateFramework(); // Pega Layer da Camera main TLayer layer = GetFrameworkLayer(0); // Pega Camera principal(main) TCamera camera=GetLayerCamera(layer); // CONFIGURA O CENARIO ################## //Camera PositionEntity(camera,Vec3(-818,19,832)); SetWorldCullRange(50,125,500); TVec3 camrotation=Vec3(0); float mx=0,my=0; float move=0,strafe=0.0; // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { //FREE LOOK mx = Curve(MouseX()-GraphicsWidth()/2, mx,6); my = Curve(MouseY()-GraphicsHeight()/2, my,6); MoveMouse(GraphicsWidth()/2, GraphicsHeight()/2); camrotation.X = camrotation.X+my/10.0; camrotation.Y = camrotation.Y-mx/10.0; RotateEntity(camera, camrotation); //MOVE CAMERA move = Curve(KeyDown(KEY_W)-KeyDown(KEY_S),move,10); strafe = Curve(KeyDown(KEY_D)-KeyDown(KEY_A),strafe,10); MoveEntity(camera,Vec3(strafe,0,move)); // Update timing and world UpdateAppTime(); UpdateWorld(AppSpeed()) ; // Render UpdateFramework(); RenderFramework(); // Send to screen Flip(0) ; } } // Done return Terminate() ; } thanks Quote Link to comment Share on other sites More sharing options...
ZioRed Posted October 14, 2010 Share Posted October 14, 2010 This function raises stack overflow for me too. The info on the wiki has been added from Lumooja but no examples given, is it an undocumented function/next feature? I remember Lumooja said that such function should be done before or after. Have you tried using "EntityViewRange(scene, VIEWRANGE_INFINITE, 1)" having other models in the scene which are not those which give you the issue? It's strange because it works for me in a sample scene with a house. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Canardia Posted October 14, 2010 Share Posted October 14, 2010 I seems to be a bug in the engine.dll, only Josh can fix it. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Gilmer Posted October 14, 2010 Author Share Posted October 14, 2010 Yes ZioRed, I have tried this, but the problem continue =/ I have tried model by model.. I seems to be a bug in the engine.dll, only Josh can fix it. cool this, because now I depend this, for test the game out editor. The Josh have a preview to when will fix it? Quote Link to comment Share on other sites More sharing options...
Canardia Posted October 14, 2010 Share Posted October 14, 2010 I think The Josh will fix it very soon, since it's an easy fix and quite important too. Not sure if I will need to make a bug report also, since it crashes always. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted October 16, 2010 Share Posted October 16, 2010 Fixed. Dumb recursive loop. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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