D3D11 ResourceManager Assert

Problems building or running the engine, queries about how to use features etc.
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IssamTP
Gnoblar
Posts: 9
Joined: Wed Nov 10, 2021 7:04 am

D3D11 ResourceManager Assert

Post by IssamTP »

Ogre Version: :latest:
Operating System: :W10 64:
Render System: :DirectX 11:

Hello everybody, I finally managed to build a fully working example with RTSS and Dx11, but when I quit my application the ~D3D11DeviceResourceManager() throws an assert saying that there are still resources allocated in it.
I've used ResourceGroupManager to initialize and load them so I fear that I've done something wrong somewhere.
Any hint on where to search?

Code: Select all

Ogre.log (optional)
z is up
Gnoblar
Posts: 9
Joined: Fri Nov 26, 2021 10:52 am
x 1

Re: D3D11 ResourceManager Assert

Post by z is up »

Make sure you have no shared pointers to one of the resources somewhere. The removeAll() method doc has a note about this: https://ogrecave.github.io/ogre-next/ap ... a75e4372a5

You could as well try to call removeAll() on shutdown.
Last edited by z is up on Fri Nov 26, 2021 4:35 pm, edited 1 time in total.
rpgplayerrobin
Gnoll
Posts: 617
Joined: Wed Mar 18, 2009 3:03 am
x 353

Re: D3D11 ResourceManager Assert

Post by rpgplayerrobin »

Make sure you destroy the resource group and that it unloads correctly.
Also make sure to first destroy/delete all objects that used resources in that group.

I cannot see your Ogre.log for some reason :o

Anyway, if you just remove code until you have a small code that reproduce the error (basically only a minimal .cpp file that recreates the crash) you can easily see what the real issue is. Then you could also post that here and other people can easily help you at that point.
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