Now, it seems there are other bugs into initPhysics() function, but i cannot get rid from they.. :@
I also noticed that there are some nodes that aren't deleted from the scene...but I don't understand why...
Thanks again, added your code to the SVN, although the destructor of the IrrOdeManager should only be called at the very end of the program as it's a singleton.
I think I'll have to do some cleanup. There are way to many lists in the manager. I'll check out every one of the within the next days and see which are needed and which are not.
Is there a reason why it would crash on destructor call (it contains some deletion code) if I called it myself, tough it doesn't crash if I put deletion code into a function?
Brainsaw wrote:the destructor of the IrrOdeManager should only be called at the very end of the program as it's a singleton.
I think that the destructor will be called automatically at the end of the program, if you don't call him before
If you delete an object, is destructor called than too?
lol, first learn the basics of the basics of C++ basic and THEN eventually post HERE! This forum is not an interactive C++ tutorial! So SOD OFF!!
And change your avatar - its annoying.
btw: Brainsaw, is it possible to implement forcefields (like in nvidia physx) in irrOde? You'll have to get all objects in given area and apply forces to them every frame... ever tought about implementation of such feature?
Last edited by booe on Fri Jul 30, 2010 8:37 pm, edited 1 time in total.
serengeor wrote:Is there a reason why it would crash on destructor call (it contains some deletion code) if I called it myself, tough it doesn't crash if I put deletion code into a function?
Depends on what you've put in your destructor...maybe you're deleting some pointers that are in use yet, so you'll have a segmentation fault.
and....please, if you've got other c++ basic questions, do not post here. thanks
Zurzaza wrote:
I think that the destructor will be called automatically at the end of the program, if you don't call him before
If you delete an object, is destructor called than too?
lol, first learn the basics of the basics of C++ basic and THEN eventually post HERE! This forum is not an interactive C++ tutorial! So SOD OFF!!
And change your avatar - its annoying.
I saw like 1000 basic c++ questions here on forum. Maybe you want to tell them too to buzz off? Every one have to start from something, you can't blame anyone for asking such question. And I like your "change your avatar" line it's so nazi. You know what happeand to nazi on forum? They got eaten by the grue.
Well maybe he hates windows, for some unknown reason (doesn't know how to use them properly), i understand and i will change my avatar as soon as i can (NOT).
Again sorry for offtopic talks ;]
Oh and good wrapper does it leak how much does it use memory when its just initialized ?
serengeor wrote:Oh and good wrapper does it leak how much does it use memory when its just initialized ?
I think I didn't understand properly what are you asking...Are you asking for when this wrapper leaks...right?
It will make a leak every time you initialize a node, and when you call initPhysics() function
well I didn't asked for a leaks, let me try to rephrase the question
How much memory does the wrapper use when initialized (the main physics class) without any collision bodies, and how much does it use for example 1 cube.