Tutorials in 1.1 crashing ...

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vgx
Posts: 11
Joined: Sun May 07, 2006 4:36 pm

Tutorials in 1.1 crashing ...

Post by vgx »

So far i tried tutorials number 2,7,12 - these crash, number 1 doesnt. Crash always occurs in irrlicht.dll. I wasnt doing nothing special, just unzipped 1.1 package and compiled mentioned examples, where could be problem(1.0 works like charm)??
hybrid
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Post by hybrid »

You should provide more information, e.g. your system and IDE/compiler you use. And also the drivers (opengl/directx) you tested. Please also show us the console log (not that you simply did not include directx drivers in your dev-cpp compile).
garrittg
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Location: Iowa, USA
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Post by garrittg »

sounds like a mismatched DLL. i would make sure the new DLL is being used instead of the old. do a search of all Irrlicht.dll files and make sure windows is not getting to an old one.

also, note that the console should warn you if its accessing an older DLL.
vgx
Posts: 11
Joined: Sun May 07, 2006 4:36 pm

Post by vgx »

I use dev-cpp 4.9.9.0 with mingw 3.3.1 on xp sp1, renderers i tried - ogl and sw2(as far i know, dx renderers arent included in distributed mingw dll). Here are the results and logs of tutorials:

#1 works

#2 crashes, log:

Code: Select all

Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Could not find texture in Q3 .bsp: textures/common/caulk
Loaded texture: e7walldesign01b.jpg
Loaded texture: e7steptop2.jpg
Could not find texture in Q3 .bsp: noshader
Loaded texture: e7dimfloor.jpg
Loaded texture: e7brickfloor01.jpg
Loaded texture: e7bmtrim.jpg
Loaded texture: e7sbrickfloor.jpg
Loaded texture: e7brnmetal.jpg
Could not find texture in Q3 .bsp: textures/common/clip
Loaded texture: e7beam02_red.jpg
Loaded texture: e7swindow.jpg
Loaded texture: e7bigwall.jpg
Loaded texture: e7panelwood.jpg
Loaded texture: e7beam01.jpg
Loaded texture: xstepborder5.jpg
Could not find texture in Q3 .bsp: textures/liquids/lavahell
Loaded texture: e7steptop.jpg
Could not find texture in Q3 .bsp: textures/gothic_trim/metalblackwave01
Could not find texture in Q3 .bsp: textures/stone/pjrock1
Could not find texture in Q3 .bsp: textures/skies/tim_hell
Could not find texture in Q3 .bsp: textures/common/hint
Could not find texture in Q3 .bsp: models/mapobjects/timlamp/timlamp
Could not find texture in Q3 .bsp: textures/sfx/flame1side
Could not find texture in Q3 .bsp: textures/sfx/flame2
Could not find texture in Q3 .bsp: models/mapobjects/gratelamp/gratetorch2
Could not find texture in Q3 .bsp: models/mapobjects/gratelamp/gratetorch2b
Loaded mesh: 20kdm2.bsp
Needed 52ms to create OctTree SceneNode.(322 nodes, 7753 polys)
#3 works

#4 crashes, log:

Code: Select all

Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Loaded texture: ../../media/wall.bmp
Loaded texture: ../../media/t351sml.jpg
Loaded mesh: ../../media/sydney.md2
Loaded texture: ../../media/sydney.bmp
#5 works

#6 works

#7 crashes,log:

Code: Select all

Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Could not find texture in Q3 .bsp: textures/common/caulk
Loaded texture: e7walldesign01b.jpg
Loaded texture: e7steptop2.jpg
Could not find texture in Q3 .bsp: noshader
Loaded texture: e7dimfloor.jpg
Loaded texture: e7brickfloor01.jpg
Loaded texture: e7bmtrim.jpg
Loaded texture: e7sbrickfloor.jpg
Loaded texture: e7brnmetal.jpg
Could not find texture in Q3 .bsp: textures/common/clip
Loaded texture: e7beam02_red.jpg
Loaded texture: e7swindow.jpg
Loaded texture: e7bigwall.jpg
Loaded texture: e7panelwood.jpg
Loaded texture: e7beam01.jpg
Loaded texture: xstepborder5.jpg
Could not find texture in Q3 .bsp: textures/liquids/lavahell
Loaded texture: e7steptop.jpg
Could not find texture in Q3 .bsp: textures/gothic_trim/metalblackwave01
Could not find texture in Q3 .bsp: textures/stone/pjrock1
Could not find texture in Q3 .bsp: textures/skies/tim_hell
Could not find texture in Q3 .bsp: textures/common/hint
Could not find texture in Q3 .bsp: models/mapobjects/timlamp/timlamp
Could not find texture in Q3 .bsp: textures/sfx/flame1side
Could not find texture in Q3 .bsp: textures/sfx/flame2
Could not find texture in Q3 .bsp: models/mapobjects/gratelamp/gratetorch2
Could not find texture in Q3 .bsp: models/mapobjects/gratelamp/gratetorch2b
Loaded mesh: 20kdm2.bsp
Needed 62ms to create OctTree SceneNode.(322 nodes, 7753 polys)
Needed 403ms to create OctTreeTriangleSelector.(145 nodes, 7753 polys)
#8 crashes, log:

Code: Select all

Please press 'y' if you want to use realtime shadows.
n
Please select the driver you want for this example:
 (a) Direct3D 9.0c
 (b) Direct3D 8.1
 (c) OpenGL 1.5
 (d) Software Renderer
 (e) Apfelbaum Software Renderer
 (f) NullDevice
 (otherKey) exit

c
Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Loaded mesh: ../../media/room.3ds
Loaded texture: ../../media/wall.jpg
Loaded texture: ../../media/stones.jpg
Loaded texture: ../../media/water.jpg
Loaded texture: ../../media/particlewhite.bmp
Loaded texture: ../../media/fire.bmp
Loaded texture: ../../media/axe.jpg
Loaded texture: ../../media/dwarf.jpg
Could not open file of texture: ../../media/dwarf2.jpg
Could not open file of texture: dwarf2.jpg
Loaded mesh: ../../media/dwarf.x
#9 works

#10 crashes, log:

Code: Select all

c
Please press 'y' if you want to use high level shaders.
y
Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Loaded texture: ../../media/wall.bmp
Loaded texture: ../../media/irrlicht2_bk.jpg
Loaded texture: ../../media/irrlicht2_ft.jpg
Loaded texture: ../../media/irrlicht2_rt.jpg
Loaded texture: ../../media/irrlicht2_lf.jpg
Loaded texture: ../../media/irrlicht2_dn.jpg
Loaded texture: ../../media/irrlicht2_up.jpg
#11 crashes, log:

Code: Select all

Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Loaded texture: ../../media/irrlichtlogoalpha2.tga
#12 crashes, log:

Code: Select all

Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Loaded texture: ../../media/irrlichtlogoalpha.tga
#13 crashes, log:

Code: Select all

Irrlicht Engine version 1.1
Microsoft Windows XP Professional Service Pack 1 (Build 2600)
Using renderer: OpenGL 2.0.5885
RADEON 9550 x86/MMX/3DNow!/SSE: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
Multittexturing active.
Loaded texture: #DefaultFont
Loaded mesh: ../../media/faerie.md2
Loaded texture: ../../media/faerie2.bmp
#14 works

#15 works

Hope it helps ...
stodge
Posts: 216
Joined: Fri Dec 05, 2003 5:57 pm

Post by stodge »

Where do they crash?
vgx
Posts: 11
Joined: Sun May 07, 2006 4:36 pm

Post by vgx »

Always right after initialization of main window ...
vitek
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Posts: 3919
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Location: Corvallis, OR

Post by vitek »

Can't you use a debugger to step into the code and tell where the problem is?
vgx
Posts: 11
Joined: Sun May 07, 2006 4:36 pm

Post by vgx »

What an idea, vitek! :) I cant believe that i didnt think of it earlier - in all crashing tuts was culprit always one line:

Code: Select all

device->getCursorControl()->setVisible(false);
vitek
Bug Slayer
Posts: 3919
Joined: Mon Jan 16, 2006 10:52 am
Location: Corvallis, OR

Post by vitek »

Looks to be related to this topic. Maybe getCursorControl is returning NULL?
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