Dreikblack Posted February 10, 2024 Posted February 10, 2024 Default start map from template Happens after first enter press: Comment in loop "world = CreateWorld();" to get another render crash (RecordDraw) but it's not consistent and may take several attempts (Andy have this issue i believe): #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); WString mapname = "Maps/start.ultra"; auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_ENTER)) { world = CreateWorld(); scene = LoadMap(world, mapname); } world->Update(); world->Render(framebuffer); } return 0; } 1 Quote
Josh Posted February 10, 2024 Posted February 10, 2024 Awesome, thank you, I can produce this error very easily. Now to solve it... 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted February 10, 2024 Posted February 10, 2024 I was able to easily fix this and will have an update for you later today. Thanks for your help! 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted February 11, 2024 Author Posted February 11, 2024 One crash fixed and 2nd still happens if you comment out one line that i mentioned in first post. Just to make sure you know what i mean i post code it again with commented line #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); WString mapname = "Maps/start.ultra"; auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_ENTER)) { // world = CreateWorld(); scene = LoadMap(world, mapname); } world->Update(); world->Render(framebuffer); } return 0; } Quote
Josh Posted February 11, 2024 Posted February 11, 2024 I updated pro build on Steam this morning. You sure this is happening with the latest build? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted February 12, 2024 Posted February 12, 2024 Using a new project and the current beta branch on Steam, I copied this code into the main.cpp file, ran it, pressed the enter key about 10 times to reload the map, with no errors. https://www.ultraengine.com/community/topic/63031-render-crash-if-recreateworld-same-world/?do=findComment&comment=305162 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted February 12, 2024 Author Posted February 12, 2024 Well, it's very inconsistent i guess. Can only suggest to try again Steam beta, latest update, even created new project for latest test - 4th attempt (enter press) caused a crash, st and 2nd after that. 1 Quote
Josh Posted February 12, 2024 Posted February 12, 2024 Does this still happen if you remove all lights from the scene? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted February 13, 2024 Author Posted February 13, 2024 No, with removed lights it does not. Tried return lights - happens again right away. 1 Quote
Solution Dreikblack Posted March 12, 2024 Author Solution Posted March 12, 2024 This issue seems to be gone with Vulkan Quote
Josh Posted March 12, 2024 Posted March 12, 2024 Do you mean OpenGL? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted March 12, 2024 Author Posted March 12, 2024 I meant Vulkan is gone just like issue and vice versa Quote
Josh Posted March 12, 2024 Posted March 12, 2024 13 minutes ago, Dreikblack said: I meant Vulkan is gone just like issue and vice versa This and so many other things... Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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