I have found a bug in ogles1 driver, when you move 2d text(fontnode) out of screen, the application will crash
for example: In Example 10 (shader), just move mouse until label "PS & VS & EMT_TRANSPARENT" out of screen, it crashes
Call stack like this:
> Irrlicht.dll!irr::video::COGLES1Driver::drawVertexPrimitiveList2d3d(const void * vertices, unsigned int vertexCount, const void * indexList, unsigned int primitiveCount, irr::video::E_VERTEX_TYPE vType, irr::scene::E_PRIMITIVE_TYPE pType, irr::video::E_INDEX_TYPE iType, bool threed) line 1115 + 0x55 byte C++
Irrlicht.dll!irr::video::COGLES1Driver::draw2DImageBatch(const irr::video::ITexture * texture, const irr::core::array<irr::core::vector2d<int>,irr::core::irrAllocator<irr::core::vector2d<int> > > & positions, const irr::core::array<irr::core::rect<int>,irr::core::irrAllocator<irr::core::rect<int> > > & sourceRects, const irr::core::rect<int> * clipRect, irr::video::SColor color, bool useAlphaChannelOfTexture) line 1565 C++
Irrlicht.dll!irr::gui::CGUISpriteBank::draw2DSpriteBatch(const irr::core::array<unsigned int,irr::core::irrAllocator<unsigned int> > & indices, const irr::core::array<irr::core::vector2d<int>,irr::core::irrAllocator<irr::core::vector2d<int> > > & pos, const irr::core::rect<int> * clip, const irr::video::SColor & color, unsigned int starttime, unsigned int currenttime, bool loop, bool center) line 242 + 0x53 byte C++
Irrlicht.dll!irr::gui::CGUIFont::draw(const irr::core::string<wchar_t,irr::core::irrAllocator<wchar_t> > & text, const irr::core::rect<int> & position, irr::video::SColor color, bool hcenter, bool vcenter, const irr::core::rect<int> * clip) line 554 + 0x2d byte C++
Irrlicht.dll!irr::scene::CTextSceneNode::render() line 64 + 0x49 byte C++
Irrlicht.dll!irr::scene::CSceneManager::drawAll() line 1563 + 0x2f byte C++
10.Shaders.exe!main() line 387 + 0x12 byte C++
10.Shaders.exe!__tmainCRTStartup() line 278 + 0x19 byte C
10.Shaders.exe!mainCRTStartup() 行 189 C
kernel32.dll!765a339a()
ntdll.dll!778b9ef2()
ntdll.dll!778b9ec5()
Crash with ogles1 driver
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Re: Crash with ogles1 driver
Does this happen in other examples as well. Because the shader example is probably not really a good example for opengl-es 1.x, which simply has no shader support. So it could also be some careless programming in the example, where an incomplete scene node setup happens.
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Re: Crash with ogles1 driver
Ok, bug fixed. Was a bug that I overlooked when converting the immediate mode calls to indexed render calls. The list could have less elements now, due to clipping. Numbers passed to the basic render method now fixed.
Also a probable bug in the ogl-es2 driver was fixed - looks like it either didn't call the imagebatch method at all, or that no font support was workin gunder ogl-es2
Also a probable bug in the ogl-es2 driver was fixed - looks like it either didn't call the imagebatch method at all, or that no font support was workin gunder ogl-es2
Re: Crash with ogles1 driver
It fixed, Thank you