Open paulbaron opened 9 years ago
Ça correspond à quoi ?
On Tue, Aug 18, 2015, 2:24 AM Paul Baron notifications@github.com wrote:
Assigned #545 https://github.com/Another-Game-Engine/AGE/issues/545 to @herpec-j https://github.com/herpec-j.
— Reply to this email directly or view it on GitHub https://github.com/Another-Game-Engine/AGE/issues/545#event-384821290.
Mr. HERPÊCHE Jonathan Software Engineer at Agueris +33 (0)6 20 05 13 72
Call stack in the main thread: PhysX3CommonDEBUG_x64.dll!physx::shdfnd::SyncImpl::wait(unsigned int milliseconds) Ligne 65 C++ PhysX3DEBUG_x64.dll!physx::shdfnd::SyncTphysx::shdfnd::ReflectionAllocator::wait(unsigned int milliseconds) Ligne 98 C++
PhysX3DEBUG_x64.dll!physx::NpScene::checkResultsInternal(bool block) Ligne 2123 C++
PhysX3DEBUG_x64.dll!physx::NpScene::fetchResults(bool block, unsigned int * errorState) Ligne 2256 C++
Physics_PhysX_x64_d.dll!AGE::Physics::PhysXWorld::simulate(float stepSize) Ligne 149 C++
EngineCoreTest.exe!AGE::Physics::WorldInterface::update(float elapsedTime) Ligne 189 C++
EngineCoreTest.exe!AGE::PhysicsSystem::mainUpdate(float elapsedTime) Ligne 115 C++
Call stack in the PhysX worker (PxWorker07): PhysX3CommonDEBUG_x64.dll!`anonymous namespace'::DefaultAssertHandler::operator()(const char * expr, const char * file, int line, bool & ignore) Ligne 44 C++ PhysX3DEBUG_x64.dll!physx::shdfnd::Array<unsigned int,physx::shdfnd::NamedAllocator>::operator[](unsigned int i) Ligne 164 C++ PhysX3DEBUG_x64.dll!physx::PxsCCDContext::updateCCD(float dt, physx::PxBaseTask * continuation, bool disableResweep) Ligne 1635 C++ PhysX3DEBUG_x64.dll!physx::PxsContext::updateCCD(float dt, physx::PxBaseTask * continuation, bool disableResweep) Ligne 1508 C++ PhysX3DEBUG_x64.dll!physx::Sc::Scene::updateCCDSinglePass(physx::PxBaseTask * continuation) Ligne 1594 C++ PhysX3DEBUG_x64.dll!physx::Cm::DelegateTaskphysx::Sc::Scene,&physx::Sc::Scene::updateCCDSinglePass::runInternal() Ligne 79 C++
Just wait a few seconds and this bug will always appear when there are falling objects in the scene. I'm not sure if this is related: https://devtalk.nvidia.com/default/topic/789764/crash-calling-fetchresults-true-after-simulate-/