https://github.com/OGRECave/ogre-next/b ... ce.cpp#L61
Doing a little bit of digging, I found that the 0x0 ptr is coming from `GL3PlusStagingBuffer::mapImpl`: https://github.com/OGRECave/ogre-next/b ... r.cpp#L204
I can reproduce this only with OpenGL3+ as the render system on both Windows and Linux. The issue does not happen on Windows with D3D11 or on Mac with Metal.
To reproduce:
The quickest way to repro I think is to modify the CustomRenderable sample. I simply wrapped the creation of the renderable in a std::thread.
line 23 of CustomRenderableGameState.cpp https://github.com/OGRECave/ogre-next/b ... te.cpp#L23
becomes
Code: Select all
std::thread thread( [this, sceneManager]() {
mMyCustomRenderable = OGRE_NEW Ogre::MyCustomRenderable(
Ogre::Id::generateNewId<Ogre::MovableObject>(),
&sceneManager->_getEntityMemoryManager( Ogre::SCENE_DYNAMIC ), sceneManager, 10u );
});
thread.join();