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Re: recreating rendertargets and view-stages [Re: Superku] #446167
10/07/14 12:31
10/07/14 12:31
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, the problem was reproducible - an attempt to create a texture in a wrong format. According to my colleague it was related to your project, not to Gamestudio. But he planned to look closer into the matter in the next time for identifying the texture in question - he'll contact you when he has found it.

Re: recreating rendertargets and view-stages [Re: jcl] #446175
10/07/14 15:39
10/07/14 15:39
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thank you for the response and the e-mail, I've responded with an updated main file as requested.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: recreating rendertargets and view-stages [Re: Superku] #446322
10/10/14 15:43
10/10/14 15:43
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
With the help of the support (thanks a lot!) I was able to find the reason for the DirectX crash and fix the corresponding code. The issue was as follows:

Code:
FONT* my_font = "...";

TEXT* my_text =
{
	font = my_font;
	...
}

void my_font_update()
{
	if(my_font) ptr_remove(my_font);
	my_font = font_create(...);
}



Calling my_font_update() would not result in an immediate crash but let my_text have an invalid font pointer which would lead to erroneous behavior on subsequent video_... calls.

Last edited by Superku; 10/10/14 15:43.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: recreating rendertargets and view-stages [Re: Superku] #446323
10/10/14 16:31
10/10/14 16:31
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
mean one...

Re: recreating rendertargets and view-stages [Re: FBL] #446332
10/10/14 20:55
10/10/14 20:55
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
But this is considered to be a bug not you fault, isn't it?

Re: recreating rendertargets and view-stages [Re: PadMalcom] #446344
10/11/14 12:17
10/11/14 12:17
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
A mean one indeed but I don't think this could be considered an engine bug (because the stuff probably only gets delegated to DirectX, here with an invalid pointer). Instead I think this should be mentioned somewhere and somehow in the manual, for example on the ptr_remove page.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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