Horde3D

Next-Generation Graphics Engine
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PostPosted: 15.03.2010, 16:58 
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Joined: 15.06.2008, 11:21
Posts: 166
Location: Germany
I was told that with optimization enabled Horde3D crashes, when I looked into the problem, I found out that valgrind does not show any suspicious memory errors (well, 2-3 things that might cause problems but don't look as if they contributed to the problem).

I so far could track the problem down to a crash in PipelineResource::releaseRenderTargets() (somewhere releaseRenderBuffer() there it crashes), which happens because the framebuffer created is reported as incomplete by OpenGL ("if( status != GL_FRAMEBUFFER_COMPLETE_EXT ) return 0;" fails).

Just wanted to leave a notice here, I'm probably now going through the warnings GCC outputs with -Wall -Wextra, maybe sth there solves it.


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PostPosted: 15.03.2010, 18:43 
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Joined: 15.06.2008, 11:21
Posts: 166
Location: Germany
Fixed as of
http://bitbucket.org/mgottschlag/horde3 ... de49a0d9d/

Please review and apply.

This fixes at least one bug in utImage.cpp (ambiguous else used) and critical pointer conversions in utMath.h. Possibly fixes more.

Btw: Is there a bug in utImage.cpp:2950ff? read_next_pixel seems always to be 1?


Fixed repositories:
http://bitbucket.org/mgottschlag/horde3dext
http://bitbucket.org/mgottschlag/horde3d


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PostPosted: 16.03.2010, 09:10 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Thanks a lot. The initialization warnings was something I wanted to fix for a long time. I merged your code with the public trunk!


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