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  • Aug 24 17:09
    blockspacer opened #209
  • Nov 25 2018 20:11
    razzie commented #197
  • Nov 13 2018 21:53
    catb0t commented #208
  • Nov 13 2018 18:45
    elfring commented #200
  • Nov 13 2018 18:37
    tim3385 edited #208
  • Nov 13 2018 18:37
    tim3385 commented #200
  • Nov 13 2018 18:35
    tim3385 commented #200
  • Nov 05 2018 17:41
    tim3385 commented #197
  • Aug 22 2018 12:25
    Hideman85 commented #197
  • Aug 22 2018 12:14
    Hideman85 commented #179
  • Aug 16 2017 18:13
    AlwaysGeeky labeled #207
  • Jun 03 2017 16:54
    Unmoving edited #207
  • Jun 03 2017 16:54
    Unmoving edited #207
  • Jun 03 2017 16:51
    Unmoving opened #207
  • Mar 22 2017 15:18

    AlwaysGeeky on master

    Update README.md (compare)

  • Mar 22 2017 15:17

    AlwaysGeeky on master

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  • Oct 19 2016 00:19
    utilForever commented #206
  • Oct 19 2016 00:17
    utilForever commented #206
  • Oct 17 2016 13:44
    AlwaysGeeky labeled #206
  • Oct 17 2016 13:44
    AlwaysGeeky commented #206
Steve
@AlwaysGeeky
also for the imstance shader issue being 150
there is code to disable this shader if it cant be loaded
so dont worry too much about it not working
in fact if you only have 120 shader support then the game should still be able to run
I made it so that if those shaders dont get loaded, it falls back to default rendering, but it wont look as nice
Polyrhythm
@Polyrhythm
interesting. well the thing crashes pretty hard when it tries to load the shader so let me get the backtrace
ERROR: Could not load GLSL shaders: media/shaders/instance.vertex, media/shaders/instance.pixel
ERROR: 0:1: '' :  version '150' is not supported
ERROR: Could not load GLSL shaders: /Users/ryanjones/Development/cpp/Vox/media/shaders/instance.vertex, /Users/ryanjones/Development/cpp/Vox/media/shaders/instance.pixel
libc++abi.dylib: terminating with uncaught exception of type std::length_error: vector
Steve
@AlwaysGeeky
Yes it gives that error but does that prevent the running?
Polyrhythm
@Polyrhythm
yeah, then i get a really bad looking error
Thread 1 received signal SIGABRT, Aborted.
0x00007fff9298d002 in __pthread_kill () from /usr/lib/system/libsystem_kernel.dylib
(gdb) bt
#0  0x00007fff9298d002 in __pthread_kill () from /usr/lib/system/libsystem_kernel.dylib
#1  0x00007fff8f49e5c5 in ?? () from /usr/lib/system/libsystem_pthread.dylib
warning: (Internal error: pc 0x0 in read in psymtab, but not in symtab.)
i don't know what almost any of that means
Steve
@AlwaysGeeky
hmmmm, try commenting out the loading of that shader then
see if you still get similar errors
Polyrhythm
@Polyrhythm
huh okay. i commented out the shader loading and get the same error so
exception of type std::length_error: vector must refer to something else
later in the call stack
Steve
@AlwaysGeeky
yeh, that was my thinking... because. If I deliberately put an error in the shader files so they dont compile, the game stull runs for me on windows and linux
I still get the error saying "Could not load GLSL shaders" but the game just carries on with limited graphics shading
Polyrhythm
@Polyrhythm
weird, i can't get any files after the shader loading in the stack to indicate where the error is occuring
i'll fix up that mutex thing first since that seems like a culprit for weird errors if you're using one not in the std namespace
Steve
@AlwaysGeeky
yeh that might be a good idea
at the top of the file it does say using: namespace tthread
so I dunno why you need to add the namespace
Polyrhythm
@Polyrhythm
i think the osx compiler wanted to disambiguate std::mutex vs tthread::mutex
Steve
@AlwaysGeeky
Ah ok
that makes sense
Polyrhythm
@Polyrhythm
fixed up the mutex references, no effect on the error. further digging required!
Polyrhythm
@Polyrhythm
stepped through to find the line
glfwCreateWindow(m_windowWidth, m_windowHeight, "Vox", NULL, NULL);
windowWidth and windowHeight have sane-looking values
Anthony M. Cook
@acook
Would it be useful to pop into Linux and check the compiler warnings?
Polyrhythm
@Polyrhythm
perhaps, it's hard to dig deeper because it gives the very vague error right after that line and i can't step in further
i'm googling the error and learning what the signature of glfwCreateWindow is
i worry that it may have something to do with commenting out this mystery function https://github.com/AlwaysGeeky/Vox/pull/175#discussion-diff-64666026R90
Steve
@AlwaysGeeky
No, that really shouldnt cause that error
that is just setting the multi sampling, that shouldnt cause any issues like you mentioned, I would carry on stepping through the main loop and see how far you get before the rror
Polyrhythm
@Polyrhythm
yeah that's what i did, and i can't get past that line, glfwCreateWindow
Thread 1 received signal SIGTRAP, Trace/breakpoint trap.
oh oh nm i'm still learning gdb
if i continue it then goes on to loading the shaders and i get the error later
so i have to resume stepping after createWindow
Steve
@AlwaysGeeky
do you mean glfwCreateWindow ?
Polyrhythm
@Polyrhythm
yeah
Steve
@AlwaysGeeky
I would put a breakpoint directly above the shader loading and step from there
it shouldnt crash if you step through each shader load, and should continue after that
Polyrhythm
@Polyrhythm
finally found the source of the error
another path-related thing
the value of importDirectory is
"/Users/ryanjones/Development/cpp/Vox/media/gamedata/models/Human/*.*\000\000\000\000\330\230\223\000\001\000\000\000\330\230\223\000\001\000\000\000LE\020\000\001\000\000\000 ̿_l\000\000\000\240\372\016\000\001\000\000\000p\226\202\f\001\000\000\000\240|\202\f\001\000\000"