Dreikblack Posted July 29 Share Posted July 29 #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); auto ground = CreateBox(world, 20, 1, 20); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); auto light = CreatePointLight(world); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); if (window->KeyHit(KEY_SPACE)) { light = nullptr;//crash } } return 0; } Quote Link to comment Share on other sites More sharing options...
Josh Posted July 29 Share Posted July 29 No problems here. I just made some small changes to make the light easier to see: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); world->SetAmbientLight(0); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); auto ground = CreateBox(world, 20, 1, 20); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); auto light = CreatePointLight(world); light->SetPosition(0, 2, 0); light->SetRange(0.1, 20); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); if (window->KeyHit(KEY_SPACE)) { light = nullptr;//crash } } return 0; } 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 July 29 Share Posted July 29 The location of the call stack indicates the crash is happening in the Nvidia driver. Maybe the shadow map is being used after deletion. Let me swap out GPUs and see what my Nvidia card does. 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 July 29 Share Posted July 29 Okay, my Nvidia card does the same thing. Did this behavior start recently? It could be related to the use of bindless textures for shadow maps. 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 July 29 Share Posted July 29 If I get rid of the call to glDeleteTextures() the problem goes away, so this seems very likely... 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...
Solution Josh Posted July 29 Solution Share Posted July 29 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 July 29 Share Posted July 29 Update is available now that fixes this. 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...
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