The latest SVN bugs thread

You discovered a bug in the engine, and you are sure that it is not a problem of your code? Just post it in here. Please read the bug posting guidelines first.
netpipe
Posts: 670
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Re: The latest SVN bugs thread

Post by netpipe »

EMT_TRANSPARENT_REFLECTION_2_LAYER bug ?
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Re: The latest SVN bugs thread

Post by hybrid »

Sorry, what?
thanhle
Posts: 325
Joined: Wed Jun 12, 2013 8:09 am

Re: The latest SVN bugs thread

Post by thanhle »

Hello

I think I found bug in the collision manager with the function below for version 1.8.1

1) colMgr->getSceneNodeAndCollisionPointFromRay(ray, outPoint, triangle, 0, node);
a) outpoint, triangle returned correctly but node doesn't return anything.
b) Rotated node will also causing offset in the collision point returned.
c) Model place at negative coordinate position doesn't return collision point or triangle
d) Collision work correctly at position near the camera but further away from the camera cause an offset.

2) colMgr->getSceneNodeAndCollisionPointFromRay()
a) Node return correctly
b), c) and d) have error similar to above.

Error is illustrated in the image below. The cursor is paste in there to demonstrate the error.
The plane is created from addHillPlaneMesh function.

[img]
http://s13.postimg.org/xy12eoc5z/Collision_Error.png
[/img]
Ovan
Posts: 70
Joined: Thu Dec 18, 2008 12:41 am
Contact:

Re: The latest SVN bugs thread

Post by Ovan »

COpenGLExtensionHandler have missing feature

GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_texture_cube_map_array
GL_ARB_texture_snorm
GL_ATI_texture_compression_3dc
GL_EXT_copy_buffer
GL_EXT_texgen_reflection
GL_EXT_texture_edge_clamp
GL_EXT_texture_lod
GL_EXT_texture_rectangle
GL_EXT_texture_storage
GL_KTX_buffer_region
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint

causing crash on startup (when getting available feature)
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Re: The latest SVN bugs thread

Post by hybrid »

These extensions do not exist (anymore?), so not sure why it is required. The only important point would be that the extension sstrings have to be in sync with the enum using the IRR_EXT (or whatever prefix) tags. And these are, I just checked them. Are you sure you recompiled everything after the update?
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: The latest SVN bugs thread

Post by Nadro »

I didn't notice any problems with current code in this case.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Ovan
Posts: 70
Joined: Thu Dec 18, 2008 12:41 am
Contact:

Re: The latest SVN bugs thread

Post by Ovan »

yes I have recompiled and I was surprised that everything crash
I have add the following feature to OpenGLFeatureStrings and COpenGLExtensionHandler::EOpenGLFeatures(with IRR_ prefix) and it work well

but this issue is only on the lastest svn when I have updated it yesterday
the previous version work correctly

I use HD 5100 Mobile serie is not realy old
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: The latest SVN bugs thread

Post by Nadro »

As I understand r4571 cause crash? It looks like EOpenGLFeatures and OpenGLFeatureStrings isn't synchronized - both "IRR_SGI_depth_pass_instrument" and "IRR_SGIX_texture_select" don't have properly "GL_" entires, but "GL_SGI_depth_pass_instrument" and "GL_SGIX_texture_select" doesn't exist in glext.h, so these two "IRR_" entries should be removed.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Re: The latest SVN bugs thread

Post by hybrid »

Ok, I'll do another check. Could be that I only checked one way, and not those from IRR_ back to the original ones...
So sorry for the trouble and my wrong answer, I now fixed the extension strings. In addition to the two mentioned missing deletes there was also a wrong order in one ARB extension. This might have lead to wrong extension calls, so the crashes are expectable. Please report back if the fix does not help yet.
Ovan
Posts: 70
Joined: Thu Dec 18, 2008 12:41 am
Contact:

Re: The latest SVN bugs thread

Post by Ovan »

it work, thank
one last question would something changed since version 1.7 in the management of events in guienv ?
ok it's old but my addon for input/output context doesn't work when I try to lock the receiver event on mouse moving
but I think it can't get event when mousse is out of AbsoluteRect
thanhle
Posts: 325
Joined: Wed Jun 12, 2013 8:09 am

Re: The latest SVN bugs thread

Post by thanhle »

Maybe bug
-------------
updateAbsolutePosition() doesn't update child node position after parent rotated in a while loop.

I tried to determine the different between dis1 and dist2 but they are the same in the while loop.

This loop is inside a function called inside the rendering loop.

Code: Select all

 
while(i < 10)
{ 
  vector3df curAngles = link->sceneNode->getRotation();
  vector3df angle(0,5,0);
  angle = curAngles + angle;
 
  link->setRotation(angle);
  link->sceneNode->updateAbsolutePosition();
 vector3df endPos =   end->sceneNode->getAbsolutePosition();
  double dist1 = endPos.getDistanceFrom(target);
 
   vector3df angle2(0,-5,0);
  angle2 = curAngles + angle2;
   link->setRotation(angle2);
   link->sceneNode->updateAbsolutePosition();
   vector3df endPos2 =   end->sceneNode->getAbsolutePosition();
   double dist2 = endPos2.getDistanceFrom(target);
 
  if(dis1 < dist2)
  {
  }
  else
  {
  }
i++;
}
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: The latest SVN bugs thread

Post by hendu »

It's intentional, the comments on it say it's not recursive on purpose. You need to update the parent first, then the child.
thanhle
Posts: 325
Joined: Wed Jun 12, 2013 8:09 am

Re: The latest SVN bugs thread

Post by thanhle »

Thanks hendu,
I've make a for loop inside that while loop to update the parent and all the child noded for testing.
But the position of the end node does not change as I step through the code.

Now I assumed that Irrlicht do the update of the position on the next frame instead of the current frame.
netpipe
Posts: 670
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Re: The latest SVN bugs thread

Post by netpipe »

all my shaders have been acting very odd and strange and weird since irrlicht 1.8 and in SVN example here http://irrlicht.sourceforge.net/forum/v ... 87#p282887 but it does it for the shields demos the water demo's warp effect demo pretty much anything with a shader yet the transparency effect works in the example 10.

nevermind http://irrlicht.sourceforge.net/forum/v ... =7&t=47600 this fixed it
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
HellFlip
Posts: 4
Joined: Mon Aug 20, 2012 9:57 pm

Re: The latest SVN bugs thread

Post by HellFlip »

Irrlicht SVN 1.9 is in changing shader variable access from 'by name' to 'by index'. Good stuff for optimizing.
The problem with the implementation is that now, in D3D9, it cannot be used anymore HLSL variables that are structures
Example of HLSL variables that are not settable anymore:
LightsNum.LightSpotsNum
LightParams[0].LightColor
Post Reply