Dreikblack Posted February 10 Share Posted February 10 Default start map from template Happens after first enter press: Comment in loop "world = CreateWorld();" to get another render crash (RecordDraw) but it's not consistent and may take several attempts (Andy have this issue i believe): #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); WString mapname = "Maps/start.ultra"; auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_ENTER)) { world = CreateWorld(); scene = LoadMap(world, mapname); } world->Update(); world->Render(framebuffer); } return 0; } 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted February 10 Share Posted February 10 Awesome, thank you, I can produce this error very easily. Now to solve it... 1 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...
Josh Posted February 10 Share Posted February 10 I was able to easily fix this and will have an update for you later today. Thanks for your help! 1 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...
Dreikblack Posted February 11 Author Share Posted February 11 One crash fixed and 2nd still happens if you comment out one line that i mentioned in first post. Just to make sure you know what i mean i post code it again with commented line #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); WString mapname = "Maps/start.ultra"; auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_ENTER)) { // world = CreateWorld(); scene = LoadMap(world, mapname); } world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Josh Posted February 11 Share Posted February 11 I updated pro build on Steam this morning. You sure this is happening with the latest build? 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...
Dreikblack Posted February 12 Author Share Posted February 12 Yes Quote Link to comment Share on other sites More sharing options...
Josh Posted February 12 Share Posted February 12 Using a new project and the current beta branch on Steam, I copied this code into the main.cpp file, ran it, pressed the enter key about 10 times to reload the map, with no errors. https://www.ultraengine.com/community/topic/63031-render-crash-if-recreateworld-same-world/?do=findComment&comment=305162 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...
Dreikblack Posted February 12 Author Share Posted February 12 Well, it's very inconsistent i guess. Can only suggest to try again Steam beta, latest update, even created new project for latest test - 4th attempt (enter press) caused a crash, st and 2nd after that. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted February 12 Share Posted February 12 Does this still happen if you remove all lights from the scene? 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...
Dreikblack Posted February 13 Author Share Posted February 13 No, with removed lights it does not. Tried return lights - happens again right away. 1 Quote Link to comment Share on other sites More sharing options...
Solution Dreikblack Posted March 12 Author Solution Share Posted March 12 This issue seems to be gone with Vulkan Quote Link to comment Share on other sites More sharing options...
Josh Posted March 12 Share Posted March 12 Do you mean OpenGL? 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...
Dreikblack Posted March 12 Author Share Posted March 12 I meant Vulkan is gone just like issue and vice versa Quote Link to comment Share on other sites More sharing options...
Josh Posted March 12 Share Posted March 12 13 minutes ago, Dreikblack said: I meant Vulkan is gone just like issue and vice versa This and so many other things... 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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