Estevanus / gamekit

Automatically exported from code.google.com/p/gamekit
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Blender file reader crashes when loading .blend file. #59

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Place .blend file
2. Load application
3. Program crashes

What is the expected output? What do you see instead?

What version of the product are you using? On what operating system?
Latest GameKit executable for OSX (running on OS X Snow Leopard, latest
update).

Please provide any additional information below.

Here is the output I could see when I ran the OSX executable replacing the
built-in .blend file with my own.

[...]

Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread main.
Particle Renderer Type 'billboard' registered
Texture: crate.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 hardware
generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Bus error
logout

Original issue reported on code.google.com by Pana...@gmail.com on 7 Mar 2010 at 10:26

Attachments:

GoogleCodeExporter commented 8 years ago
Some recent changes may have fixed this issue. I don't have access to Mac so 
there is
no way to be completely sure if this issue has been corrected.

Is the issue still present in this download ?
http://gamekit.googlecode.com/files/OgreKit.app.tgz

Original comment by snailr...@gmail.com on 12 Mar 2010 at 10:32

GoogleCodeExporter commented 8 years ago
should be fixed by now

Original comment by erwin.coumans on 21 Mar 2010 at 10:33

GoogleCodeExporter commented 8 years ago
(renamed .blend file included)

./OgreKit.app/Contents/MacOS/OgreKit
BLENDER_v249

sizeof(void*) == 4
Swapping endian? no
File format is 32bit
Varing pointer sizes? no
swap = 0
swap = 0
Building datablocks
Chunk size = 20
File chunk size = 20
resolvePointers start
resolvePointers end
numAllocs = 0
Bus error

The application keeps crashing, now with less debug info compared to before (I 
do
like the default .blend scene though hehe :)).

Original comment by Pana...@gmail.com on 22 Mar 2010 at 10:38

Attachments:

GoogleCodeExporter commented 8 years ago

Original comment by erwin.coumans on 22 Mar 2010 at 3:42

GoogleCodeExporter commented 8 years ago

On OSX, you should place your blend file next to the OgreKit.app, and name it 
'game.blend'.

So don't replace the existing momo_ogre.blend inside the bundle 
Resources/Contents 
folder.

In your momo_ogre.blend, the texture is not packed/included, so OgreKit shows a 
replacement texture (red checkers).

Original comment by erwin.coumans on 23 Mar 2010 at 7:41