Search found 4 matches

by RTCgee
Mon Oct 20, 2014 12:41 pm
Forum: Game Programming
Topic: [irrBullet] Runtime crash when using IAttributes
Replies: 4
Views: 4657

Re: [irrBullet] Runtime crash when using IAttributes

Seems to work now.
As a note to irrBullet users:
don't try to change the userPointer of a bullet body, irrBullet will set it to a SCollisionObjectIdentification pointer with information about the ICollisionObject automatically.
by RTCgee
Mon Oct 20, 2014 12:34 pm
Forum: Game Programming
Topic: [irrBullet] Runtime crash when using IAttributes
Replies: 4
Views: 4657

Re: [irrBullet] Runtime crash when using IAttributes

I might have found the problem by looking at what the getBody function actually does, apperantly it uses the "userpointer" of the bullet body, but I used it myself too and have probably set it to a different value.
I'll see if it works after having changed the function.
by RTCgee
Mon Oct 20, 2014 12:29 pm
Forum: Game Programming
Topic: [irrBullet] Runtime crash when using IAttributes
Replies: 4
Views: 4657

Re: [irrBullet] Runtime crash when using IAttributes

CuteAlien wrote:Maybe your getBody functions return uninitialized pointers?
That would be a bug in irrBullet and I assume that when there is a collision there are 2 objects involved.
But an uninitialized pointer would explain why it acts like a nullpointer.
by RTCgee
Mon Oct 20, 2014 9:46 am
Forum: Game Programming
Topic: [irrBullet] Runtime crash when using IAttributes
Replies: 4
Views: 4657

[irrBullet] Runtime crash when using IAttributes

I have the following code to process irrBullet collisions executed 60 times per second: void processCollisions(){     for(unsigned int i=0; i < world->getNumManifolds(); i++){         ICollisionCallbackInformation *info = world->getCollisionCallback(i);         unsigned int numContacts = info->getPo...