Jump to content

Problems after upgrade to 231


Qbound
 Share

Recommended Posts

Hi all,

 

hopefully someone can proof this bug. if not i have to dig a lot deeper...

 

Since a few hours i try to convert my game NightFist to 231. But i have a small little problem and i think i can reproduce it.

 

I think that the initialization of the engine has changed a little bit. Because i get an error if i want to log something into the logfile before the world is created.

 

Here is an example:

#include "engine.h"

int WINAPI WinMain( HINSTANCE hInstance,
				HINSTANCE hPrevInstance,
				LPSTR lpCmdLine,
				int nShowCmd ) 
{
Initialize() ;
RegisterAbstractPath("D:/04 Leadwerks/10 SDK 231");
SetAppTitle( "test231" ) ;
Graphics( 800, 600 ) ;
AFilter() ;
TFilter() ;


TWorld	world;
TBuffer gbuffer;
TCamera camera;
TMesh	mesh;
TLight	light;
TMesh	ground;
TMaterial material;

// AppLog( "A BIGGGGG Problem if i want to log something at this position !!!!!!!!!!!!!!!!!!!!!!!!!!" );

world = CreateWorld() ;


AppLog( "Here is OK" );




if (!world) {
	MessageBoxA(0,"Error","Failed to create world.",0);
	return Terminate();
}



gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL);

camera=CreateCamera();
PositionEntity(camera,Vec3(0,0,-2));

material=LoadMaterial("abstract::cobblestones.mat");

mesh=CreateCube();
PaintEntity(mesh,material);

ground=CreateCube();
ScaleEntity(ground,Vec3(10,1,10));
PositionEntity(ground,Vec3(0,-2,0));
PaintEntity(ground,material);

light=CreateDirectionalLight();
RotateEntity(light,Vec3(45,45,45));

// Game loop
while( !KeyHit() && !AppTerminate() )
{
	if( !AppSuspended() ) // We are not in focus!
	{
		// Rotate cube
		TurnEntity( mesh, Vec3( 0.5f*AppSpeed() ) ) ;

		// Update timing and world
		UpdateAppTime();
		UpdateWorld(AppSpeed()) ;

		// Render
		SetBuffer(gbuffer);
		RenderWorld();
		SetBuffer(BackBuffer());
		RenderLights(gbuffer);

		// Send to screen
		Flip(0) ;
	}
}

// Done
return Terminate() ;
}

 

The initialization of my game uses a lot of AppLogs before the world is created.

Hopefully this is the problem and it can be solved inside of the engine... if not... i have to go deeper...

 

cu

Oliver

Windows Vista 64 / Win7 64 | 12GB DDR3 1600 | I7 965 | 2 * 280GTX sli | 2 * 300GB Raptor | 2 * 1.5TB

Link to comment
Share on other sites

Thanks for the approval...

@Josh: did something changed in the engine and is there a chance to fix it? Or is that wanted and has to stay?

 

cu

Oliver

Windows Vista 64 / Win7 64 | 12GB DDR3 1600 | I7 965 | 2 * 280GTX sli | 2 * 300GB Raptor | 2 * 1.5TB

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...