[Ogre2] problem with compile 64 bits

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ghiboz
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[Ogre2] problem with compile 64 bits

Post by ghiboz »

hi all!
due the upgrade with visualstudio 2013, ogre2.1 i've decided to go to 64 bits compiling.
i've compiled everything with 64 bits, dependencies, boost and ogre 2.1 works (the pbs sample is ok) and I've tried to compile my game
everything is ok, compiled all in debug and release mode, but when I launch the game an exception is thrown, going in deep the line that cause the crash is this:

Code: Select all

OgreSceneManager.cpp 
void SceneManager::updateSceneGraph()

        // Auto-track camera if required
        CameraList::const_iterator itor = mCameras.begin();
        CameraList::const_iterator end  = mCameras.end();
        while( itor != end )
        {
            (*itor)->_autoTrack();
            ++itor;
        }
autoTrack in some camera..
any ideas about how to understand some way?
the physics engine is not update the positions yet, the crash appears before

EDIT:
i've tried to comment the renderOneFrame(); and the game doesn't crash, so the physics engine is not the cause, the phyiscs run under the black window...
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jacmoe
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Re: [Ogre2] problem with compile 64 bits

Post by jacmoe »

In my opinion, a report like this is very close to absolute uselessness because it isn't minimally reproducible.
It sounds like there can be a multitude of contributing factors involved..
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Re: [Ogre2] problem with compile 64 bits

Post by ghiboz »

jacmoe wrote:In my opinion, a report like this is very close to absolute uselessness because it isn't minimally reproducible.
It sounds like there can be a multitude of contributing factors involved..
I agree, but at the moment are the only things that I know... :(
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Re: [Ogre2] problem with compile 64 bits

Post by jacmoe »

Try to reproduce it with a truly minimal application.
Cut out anything extra - that really helps to pinpoint what is wrong. :)
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Re: [Ogre2] problem with compile 64 bits

Post by Kojack »

I'm using Ogre 2.1 in 64 bit with Visual Studio 2013 and it works fine so far.
(I haven't grabbed the absolute latest code, Matias has made a few updates in the last couple of days)
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Re: [Ogre2] problem with compile 64 bits

Post by ghiboz »

thanks, is very strange, 'cause a recompiled version worked but after another recompilation the problem is back...
and the code i've changed is not the cause.. :(
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Re: [Ogre2] problem with compile 64 bits

Post by Kojack »

Hmm, maybe there's a build issue. Try a complete recompile (maybe something isn't rebuilding when it should, so some obj files are getting out of sync).
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Re: [Ogre2] problem with compile 64 bits

Post by dark_sylinc »

Indeed. First try a full rebuild.

Second, I would have expected at least a full callstack for better knowledge on the problem, what is the actual error (i.e. access reading location 0x00000005 and *itor happens to be 0x00000005;) and how many entries are in mCameras.
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Re: [Ogre2] problem with compile 64 bits

Post by ghiboz »

a full rebuild doesn't change the situation, the error is this:
Image
and the call stack:
Image

about the cameras, now I'm not sure if the problem was really in this place, 'cause now crash when I enter in renderOneFrame
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