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by pHySiQuE » Mon Feb 06, 2012 1:15 am
This is not the cause of my problem. I have to make a demo with more debugging info.
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I finally traced a problem with the 300 library down to this. I get a "buffer overrun" error in Visual Studio 2008. Revision 1537.
- Code: Select all
float vertex[9];
NewtonWorld* nw = NewtonCreate();
NewtonCollision* nc = NewtonCreateTreeCollision(nw,0);
NewtonTreeCollisionBeginBuild(nc);
for (int i=0; i<500; i++)
{
NewtonTreeCollisionAddFace(nc,3,vertex,12,0);
}
NewtonTreeCollisionEndBuild(nc,0);
Last edited by
pHySiQuE on Mon Feb 06, 2012 5:01 am, edited 1 time in total.
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pHySiQuE
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by Sweenie » Mon Feb 06, 2012 4:25 am
[Deleted]
Thought you had defined the vertexbuffer wrong but realized you hadn't.
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Sweenie
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by pHySiQuE » Mon Feb 06, 2012 5:00 am
Damn, if you give it some more realistic values, it works:
- Code: Select all
float vertex[9] = {0.0,0.0,1.0, 0.0,1.0,0.0, 1.0,0.0,0.0};
NewtonWorld* nw = NewtonCreate();
NewtonCollision* nc = NewtonCreateTreeCollision(nw,0);
NewtonTreeCollisionBeginBuild(nc);
for (int i=0; i<500; i++)
{
vertex[0]+=1.0;
vertex[3]+=1.0;
vertex[6]+=1.0;
NewtonTreeCollisionAddFace(nc,3,vertex,12,0);
}
NewtonTreeCollisionEndBuild(nc,0);
This will require further debugging.
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pHySiQuE
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by pHySiQuE » Mon Feb 06, 2012 4:01 pm
This is fixed. It wasn't really the cause at all.
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pHySiQuE
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