Hi there,
I' starting & stopping lots of Irrlicht-Devices in our iOS App and this is causing a crash in libGPUSupportMercury.dylib
Is anybody abled to tell me how to solve this issue?
Regards,
Daniel
Search found 61 matches
- Tue Mar 28, 2017 6:20 am
- Forum: Advanced Help
- Topic: Crash when opening & closing lots of Devices
- Replies: 0
- Views: 964
- Fri Jan 13, 2017 12:10 pm
- Forum: Advanced Help
- Topic: Irrlicht unexpectly crashs on iPad Pro
- Replies: 1
- Views: 481
Solution
Hi folks,
solution was to make sure that our method to create screenshots of Irrlicht + UIKit Elements would pause the irrlicht update-Loop.
Now it's working great!
solution was to make sure that our method to create screenshots of Irrlicht + UIKit Elements would pause the irrlicht update-Loop.
Now it's working great!
- Tue Jan 10, 2017 2:14 pm
- Forum: Advanced Help
- Topic: Irrlicht unexpectly crashs on iPad Pro
- Replies: 1
- Views: 481
Irrlicht unexpectly crashs on iPad Pro
Hi there, we’re currently receiving loads of crash-reports from our customers, who are using Apple’s iPad Pro (with iOS 10.2). The crash happens in COGLES2Driver.cpp in clearBuffers() method when it’s calling glClear(mask). Is this a known bug/crash in the ogl-es branch and will there be a fix soon?...
- Tue Mar 22, 2016 8:53 am
- Forum: Advanced Help
- Topic: Use of undeclared identifier 'chdir' and 'access'
- Replies: 2
- Views: 1074
Solution
I solved this issues by checking also for iOS instead of checking for OSX only. CFileSystem.cpp - 28 #if defined (_IRR_WINDOWS_API_) #if !defined ( _WIN32_WCE ) #include <direct.h> // for _chdir #include <io.h> // for _access #include <tchar.h> #endif #else #if (d...
- Tue Mar 22, 2016 8:42 am
- Forum: Advanced Help
- Topic: Use of undeclared identifier 'chdir' and 'access'
- Replies: 2
- Views: 1074
Use of undeclared identifier 'chdir' and 'access'
Hi there, we're using irrlicht engine within out two iPad Apps and since this morning I'm running into problems while trying to compile CFIleSystem.cpp. //! Creates an empty filelist IFileList* CFileSystem::createEmptyFileList(const io::path& path, bool ignoreCase, bool ignorePaths) { return...
- Tue Nov 24, 2015 11:11 am
- Forum: Advanced Help
- Topic: glClear(mask) is sometimes crashing
- Replies: 6
- Views: 1359
Re: glClear(mask) is sometimes crashing
Hi ndro, thanks for giving it a try! Looking forward to hear from youNadro wrote:Hi,
Thanks for a report, I'll try to check that during fixing ES1 driver in ogl-es branch (probably near next week).
- Tue Nov 17, 2015 11:01 am
- Forum: Advanced Help
- Topic: glClear(mask) is sometimes crashing
- Replies: 6
- Views: 1359
Re: glClear(mask) is sometimes crashing
Hey, it's occuring since years.CuteAlien wrote:If this is a new problem (since last week) it might be because of the recent merge from trunk. Nadro is working on this and the priority was on ES2. If it's been a while longer then we need an example to reproduce the crash.
- Tue Nov 17, 2015 9:25 am
- Forum: Advanced Help
- Topic: glClear(mask) is sometimes crashing
- Replies: 6
- Views: 1359
Re: glClear(mask) is sometimes crashing
What will this do to solve the problem?mongoose7 wrote:The problem is unlikely to be in this code. Trying putting a printfs before and after the glClear: printf("calling glClear\n"); fflush(stdout); glClear(mask); printf("glClear called\n"); fflush(stdout);
- Mon Nov 16, 2015 1:18 pm
- Forum: Advanced Help
- Topic: glClear(mask) is sometimes crashing
- Replies: 6
- Views: 1359
glClear(mask) is sometimes crashing
The following Code in COGLESDriver.cpp is crashing sometimes randomly. //! clears the zbuffer bool COGLES1Driver::beginScene(bool backBuffer, bool zBuffer, SColor color, const SExposedVideoData& videoData, core::rect<s32>* sourceRect) { CNullDriver::beginScene(backBuffer, zBu...
- Mon Nov 09, 2015 6:50 am
- Forum: Advanced Help
- Topic: [iOS] load UIImage as Texture
- Replies: 14
- Views: 2171
Re: [iOS] load UIImage as Texture
Therefore i'm using NSData's 'lenght' property, which is related to these factors.mongoose7 wrote:Do you know how big an image is? If it is R8G8B8, then the size is WxHx3, not WxH.
Do you know the format of the original data? Maybe it is not R8G8B8. Maybe it is B8G8R8 or A8R8G8B8. Maybe it is JPEG.
- Fri Nov 06, 2015 1:34 pm
- Forum: Advanced Help
- Topic: [iOS] load UIImage as Texture
- Replies: 14
- Views: 2171
One step forward...
So...after some struggel with this topic i'm at the Point, where i can load an image, but the resulting image is really noisy, black and strange... // Start loading the image void *data = frame->getCurrentFassadenBildData(&size); if (data != nullptr) { loadImage->lo...
- Fri Nov 06, 2015 12:59 pm
- Forum: Advanced Help
- Topic: [iOS] load UIImage as Texture
- Replies: 14
- Views: 2171
Re: [iOS] load UIImage as Texture
bool FAAppFrame::getCurrentFassadenBildData(void **data, core::dimension2d<u32> *size) *data = malloc(len); memcpy(*data, [imageData bytes], len); I can't help you any more - you're going to have to learn to code before you can make any progress. As an old C programmer, I usually prefer v...
- Fri Nov 06, 2015 8:50 am
- Forum: Advanced Help
- Topic: [iOS] load UIImage as Texture
- Replies: 14
- Views: 2171
Re: [iOS] load UIImage as Texture
"data = <value>" only changes the local pointer. To change the pointer in the outer function you need "*data = <value>". You also need to change the function prototype. Hi, I've changed my function now to bool FAAppFrame::getCurrentFassadenBildData(void *data, core::dimension2d<...
- Thu Nov 05, 2015 2:12 pm
- Forum: Advanced Help
- Topic: [iOS] load UIImage as Texture
- Replies: 14
- Views: 2171
Re: [iOS] load UIImage as Texture
Do you get any warnings? Look, the problem is in *your* code so you have to be prepared to debug it. For example, void* data; bool success = frame->getImageData(&data, &size); but bool FAAppFrame::getImageData(void *data, core::dimension2d<u32> *size) and data = (void *)[imageData bytes]; I...
- Thu Nov 05, 2015 10:42 am
- Forum: Advanced Help
- Topic: [iOS] load UIImage as Texture
- Replies: 14
- Views: 2171
Re: [iOS] load UIImage as Texture
Always no solution yet...