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Window freezes if fps limit seted after an exit or closing a window


Go to solution Solved by Josh,

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Posted

Only closing console and stopping debug manually can close an app if fps limit was seted in World::Render()

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[]) {
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();
    world->RecordStats();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        world->Update();
        world->Render(framebuffer, false, 120);
    }
    return 0;
}

 

Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

  • 3 weeks later...
  • Solution
Posted

I fixed this by removing reliance on Win32 WaitForSingleObject, which is known to cause deadlocks under some conditions. The rendering thread does not create or manage windows, so I still don't know exactly why this was happening, but whatever it's fixed.

Let's build cool stuff and have fun. :)

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