[2.1] NULL_Render_System material Compiler Crash

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Kohedlo
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[2.1] NULL_Render_System material Compiler Crash

Post by Kohedlo »

Dont Ask what mission for NULL_Render_System.
commentary: only cpu sufficient for GAME HOSTING. Like Microsoft Azure. Virtual Machine with GPU costs 700$ per month.
Virtual Machine only with CPU 40$. In one click IGE enabling mode without GPU, only for pure console server calcualtions.
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iNull renderer compiles without errors.

Still crash when OGRE initialialize resources, and parse old material scripts.

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is any idea?
c++ game developer.
current project: Imperial Game Engine 2.5
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IndieGuy11
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Re: [2.1] NULL_Render_System material Compiler Crash

Post by IndieGuy11 »

Not too familiar with what you are doing, but ...

If its crashing at:
mov edx, dword ptr[eax],

it means eax is out of bounds. Check if its 0, -1, or anything that is out of bounds.

eax is the return from Ogre::GpuProgramManager::getSingleton
https://ogrecave.github.io/ogre/api/2.1 ... e55161de0c
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Kohedlo
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Re: [2.1] NULL_Render_System material Compiler Crash

Post by Kohedlo »

I fix.

Three stroces code as :

Code: Select all

 = GpuProgramManager::getSingleton().createParameters();
in compiler finder need change on:

Code: Select all

 GpuProgramParametersSharedPtr params = GpuProgramParametersSharedPtr(OGRE_NEW GpuProgramParameters());
		
because acces to GpuProgramManager::getSingleton() give error, even function .createParameters(); empty.
c++ game developer.
current project: Imperial Game Engine 2.5
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