Screen Goes Black with FPS counter still on

Zach Griffin

20-02-2006 05:46:03

After recompiling with the CVS version of OgreNewt and changing our program to run with the correct syntax for setbodyrotation etc, it runs and will show the rendered screen correctly with the vehicle spawned dropped onto the track before the screen goes black directly after. The Ogre watermark and FPS counter are still shown and running and the sound of the car is still played but nothing happens even when the accelerator key is pressed which leads me to believe it is a physics issue. Its exits fine as well shutting down everything properly as seen in the ogre.log. I will post that later when I get home. I have tried changing the world size as well and where I declare the world size. Any Ideas?

Zach Griffin

22-02-2006 12:43:12

Well We've narrowed it down somewhat. If I disable the OgreNewtMainFramelistener essentially not creating a newton world, then the scene displays. What we have also noticed is when running the program directly from the exe the same thing happens. Yet if I run it from within the IDE then it will run perfectly. Any ideas?

Epimetheus

22-02-2006 12:47:55

When running within the IDE all variables are set to 0 and strings to "". So if you make sure that all variables are nulled it should probably work.