Netzapper
12-07-2007 02:44:41
Build environment: linux, amd64, gcc, Ogre with multithreading enabled.
I'm following <a href="http://www.ogre3d.org/wiki/index.php/Using_PLSM2_with_Newton">this example</a> in trying to get PLSM2 working with my physics engine's collision detection (Bullet; not ogrebullet, though).
I can get the tile loading events consistently. However, <i>sometimes</i> the returned IndexData* will have a NULL HardwareBuffer, which either fails the assert or SIGSEGV'S on me when I go to lock it for reading.
The 'sometimes' made me think it might be a threading issue. However, the other threads in the process are just chilling in pthread__cond_wait(). So, I doubt that's the problem. Also, I don't want to rebuild Ogre if I can help it, so I'm putting that test off.
Any other ideas?
I'm following <a href="http://www.ogre3d.org/wiki/index.php/Using_PLSM2_with_Newton">this example</a> in trying to get PLSM2 working with my physics engine's collision detection (Bullet; not ogrebullet, though).
I can get the tile loading events consistently. However, <i>sometimes</i> the returned IndexData* will have a NULL HardwareBuffer, which either fails the assert or SIGSEGV'S on me when I go to lock it for reading.
The 'sometimes' made me think it might be a threading issue. However, the other threads in the process are just chilling in pthread__cond_wait(). So, I doubt that's the problem. Also, I don't want to rebuild Ogre if I can help it, so I'm putting that test off.
Any other ideas?