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Window freezes if fps limit seted after an exit or closing a window


Dreikblack
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Go to solution Solved by Josh,

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Only closing console and stopping debug manually can close an app if fps limit was seted in World::Render()

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[]) {
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();
    world->RecordStats();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        world->Update();
        world->Render(framebuffer, false, 120);
    }
    return 0;
}

 

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  • 3 weeks later...
  • Solution

I fixed this by removing reliance on Win32 WaitForSingleObject, which is known to cause deadlocks under some conditions. The rendering thread does not create or manage windows, so I still don't know exactly why this was happening, but whatever it's fixed.

My job is to make tools you love, with the features you want, and performance you can't live without.

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