gafman
30-11-2006 17:39:04
Hi all!
I've just got OgreNewt working or so I thought.
After adding the following two lines:
mOgreNewtListener = new OgreNewt::BasicFrameListener( mWindow, mSceneMgr, m_pNewtWorld, 50 );
mRoot->addFrameListener( mOgreNewtListener );
My program crashes out with this message:
First-chance exception at 0x005c17fd (msvcp80d.dll) in TowersTA.exe: 0xC0000005: Access violation writing location 0x0000000f.
Unhandled exception at 0x005c17fd (msvcp80d.dll) in TowersTA.exe: 0xC0000005: Access violation writing location 0x0000000f.
It occures AFTER framestarted() is called, and BEFORE endframe() gets called. It's causing me a huge headache.
Also, what the basicFrameListener() actually used for?
Thanks in advance guys!
Squidinc
01-12-2006 17:46:41
I had a similar problem recently.
Can you give more information on the line where it crashes and the callstack on crash?
gafman
01-12-2006 21:11:08
I can't really give any more info about the error, but here's a screenshot at the breakage point
Will be glad to hear if you have any clues.
Again, what is the method BasicFrameListener call actually used for?
Squidinc
02-12-2006 00:07:52
The BasicFrameListener is the method that calls updates on the physic world. (Updates positions, collisions, etc..) Unless you do a frame listener that fills this job, you'll have to use it.
I had the same error actually. I fixed it by removing every lines writing in ogre log. So basically every lines that contains strings.
I know it's more of a quick hack than a real fix but it works. :/
Once these lines are removed,don't forget to rebuild the wrapper!
gafman
02-12-2006 08:39:43
Well I have managed to get the physics world to update, by calling
ogreNewtWorld->update(delta time
Thanks for the help, but I don't really want to get rid of the loggers functionality
ervilha
16-12-2006 03:59:59
I'm getting the same error, i think.
The end of ogre.log:
...
03:02:25: Win32Input8: Establishing keyboard input.
03:02:25: Win32Input8: Keyboard input established.
03:02:25: Win32Input8: Initializing mouse input in immediate mode.
03:02:25: Win32Input8: Mouse input in immediate mode initialized.
03:02:25: Win32Input8: DirectInput OK.
03:02:25: Newton Frame Listener... m_elapsed: 0 m_update:0.0166667
After this the tutorial 1 application (
http://www.ogre3d.org/wiki/index.php/Newton_Game_Dynamics) launch the exception:
First-chance exception at 0x005b17fd (msvcp80d.dll) in TesteFisicas.exe: 0xC0000005: Access violation writing location 0x0000000f.
Unhandled exception at 0x005b17fd (msvcp80d.dll) in TesteFisicas.exe: 0xC0000005: Access violation writing location 0x0000000f.
So, i think the "ogreNewtWorld->update(delta time)" should solve the problem, but i don't know were to put this call...

and what deltatime should i define.
gafman
16-12-2006 08:59:00
frameStarted / frameEnded would be a sencible place to put:
ogreNewtWorld->update(delta time)
Where delta time is the time, in milliseconds (not too sure, you'll have to check the doc), since the last update call
I used this method - I never did get the framelisteners working. But I still have problems with objects getting stuck in the air.
ervilha
17-12-2006 04:53:19
So, i was able to solve my problem out.
how? There goes:
1- I've build a BasicFrameListener class, much like the OgreNewt::BasicFrameListener, but with out debuging options. This as solved the exception problem.
2- Then your problem had came to my program

so i've been looking in the forum, and in my case my world size was to small and the objects were out of the world. The world default size is -100,-100,-100 to 100,100,100. To set a new one, i have defined in the contructor...
OgreNewtApplication::OgreNewtApplication(void)
{
mWorld = new OgreNewt::World();
mWorld->setWorldSize(Vector3(-500,-500,-500),Vector3(500,500,500));
}
Now, i will try to put debugging working because i'm having some bouncing problems.
gafman
17-12-2006 09:06:21
That's fantastic! Thanks for the info.
Always turns out to be just an obvious or simple cause.
I'll give it a try when I get the chance
gafman
20-02-2007 16:52:08
I too have got it working in release build by increasing the size of the World so thanks.
It still crashes in debug though... did you get any success?