Problems with index buffer for terrain geometry

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?

Netzapper

12-07-2007 03:35:33

Rebuilt OGRE with no threading. Rebuilt PLSM2. Rebuilt my game. Relinked. That was irritating.

The problem still persists. That is more irritating.

I may have to write my own terrain manager at this point, given the state of things. Gives me the chance to integrate better with physics anyway.