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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
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"
and again, error is terminating with uncaught exception of type std::length_error: vector
so i guess importDirectory is used to fill out some paths but it's an invalid value in osx
Polyrhythm
@Polyrhythm
ah nm i see the issue, fileutils.cpp does not account for #ifdef __APPLE__