lianlab / gamekit

Automatically exported from code.google.com/p/gamekit
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IPhoneDemo EXC_BAD_ACCESS #246

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. download gamekit
2. cmake2.8.6 build gamekit, and turn on iphone item.
3. generator OGREKIT.xcode, and build.(Xcode 3.2 \ iPhone Simulator 4.0 \ Mac 
OS X 10.6.8)

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

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
DDS codec registering
FreeImage version: 3.13.0
This program uses FreeImage, a free, open source image library supporting all 
common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: 
bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm
,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,
jp2,pfm,pct,pict,pic
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
*-*-* OGRE Initialising
*-*-* Version 1.8.0unstable (Byatis)
Installing plugin: OpenGL ES 1.x RenderSystem
OpenGL ES 1.x Rendering Subsystem created.
Plugin successfully installed
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
ArchiveFactory for archive type BLEND registered.
CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     P8600  @ 2.40GHz
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
Added resource location '' of type 'BLEND' to resource group 'General'
Particle Emitter Type 'gkEmitter' registered
Particle Affector Type 'gkAffector' registered
Particle Renderer Type 'gkBillboard' registered
AudioStreamBasicDescription:  2 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit 
little-endian signed integer, deinterleaved
2012-07-09 23:00:57.353 IPhoneDemo[8964:207] AddRunningClient starting device 
on non-zero client count
GLESRenderSystem::_createRenderWindow "OgreKit Demo (Press Escape to 
exit)[multitouch_test.blend]", 320x480 windowed  miscParams: 
iOS: Window created 320 x 480 with backing store size 320 x 480 using content 
scaling factor 1.0
2012-07-09 23:00:59.620 IPhoneDemo[8964:207] The view controller 
<EAGL2ViewController: 0x7d6a790> returned NO from 
-shouldAutorotateToInterfaceOrientation: for all interface orientations. It 
should support at least one orientation.
GL_VERSION = OpenGL ES 2.0 APPLE
GL_VENDOR = Apple Computer, Inc.
GL_RENDERER = Apple Software Renderer
GL_EXTENSIONS = GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 
GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_EXT_blend_minmax 
GL_EXT_discard_framebuffer GL_EXT_shader_texture_lod 
GL_EXT_texture_filter_anisotropic GL_IMG_read_format 
GL_IMG_texture_compression_pvrtc GL_OES_depth24 GL_OES_depth_texture 
GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_rgb8_rgba8 
GL_OES_texture_float GL_OES_texture_half_float GL_OES_vertex_array_object 
EXT:GL_APPLE_framebuffer_multisample
EXT:GL_APPLE_rgb_422
EXT:GL_APPLE_texture_format_BGRA8888
EXT:GL_APPLE_texture_max_level
EXT:GL_EXT_blend_minmax
EXT:GL_EXT_discard_framebuffer
EXT:GL_EXT_shader_texture_lod
EXT:GL_EXT_texture_filter_anisotropic
EXT:GL_IMG_read_format
EXT:GL_IMG_texture_compression_pvrtc
EXT:GL_OES_depth24
EXT:GL_OES_depth_texture
EXT:GL_OES_fbo_render_mipmap
EXT:GL_OES_mapbuffer
EXT:GL_OES_rgb8_rgba8
EXT:GL_OES_texture_float
EXT:GL_OES_texture_half_float
EXT:GL_OES_vertex_array_object
**************************************
*** OpenGL ES 1.x Renderer Started ***
**************************************
Registering ResourceManager for type GpuProgram
GL ES: Using PBuffers for rendering to textures
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL ES 1.x Rendering Subsystem
GPU Vendor: apple
Device Name: Apple Software Renderer
Driver Version: 0.0.0.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: yes
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: no
 * Hardware stencil buffer: no
 * Hardware vertex / index buffers: yes
 * Vertex programs: no
 * Number of floating-point constants for vertex programs: 0
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: no
 * Number of floating-point constants for fragment programs: 0
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: no
 * Number of floating-point constants for geometry programs: 0
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Supported Shader Profiles:
 * Texture Compression: yes
   - DXT: no
   - VTC: no
   - PVRTC: yes
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: no
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: no
 * Non-power-of-two textures: no
 * Volume textures: no
 * Multiple Render Targets: 1
   - With different bit depths: no
 * Point Sprites: no
 * Extended point parameters: yes
 * Vertex texture fetch: no
 * Number of world matrices: 0
 * Number of texture units: 55576
 * Stencil buffer depth: 0
 * Number of vertex blend matrices: 0
 * Render to Vertex Buffer : no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: no
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: yes
 * GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread main.
Particle Renderer Type 'billboard' registered
WINDOW handle: 0x7d69f70
Creating resource group <gkBuiltin>
Parsing scripts for resource group <gkBuiltin>
Finished parsing scripts for resource group <gkBuiltin>
Creating resources for group <gkBuiltin>
All done
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group General
Finished parsing scripts for resource group General
Creating resources for group General
All done
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Creating resources for group Internal
All done
Texture: <gkBuiltin/FlareAlpah64.png>: Loading 1 faces(PF_A8B8G8R8,64x64x1) 
with 6 hardware generated mipmaps from Image. Internal format is 
PF_A8R8G8B8,64x64x1.
Font <gkBuiltin/Font>using texture size 256x256
Info: Freetype returned null for character 160 in font <gkBuiltin/Font>
Texture: <gkBuiltin/Font>Texture: Loading 1 faces(PF_BYTE_LA,256x256x1) with  
hardware generated mipmaps from Image. Internal format is PF_BYTE_LA,256x256x1.
Creating resource group 
BLENDER_v257

sizeof(void*) == 4
Swapping endian? no
File format is 32bit
Varing pointer sizes? no
swap = 0
swap = 0
Warning, file DNA is different than built in, performance is reduced. Best to 
re-export file with a matching version/platformWarning, file DNA is newer than 
built in.Building datablocks
Chunk size = 20
File chunk size = 20
resolvePointers start
resolvePointers end
numAllocs = 154
[Switching to process 8964]
Texture: GreyWormSkin.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 5 hardware 
generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Can't assign material  to SubEntity of Player because this Material does not 
exist. Have you forgotten to define it in a .material script?
Texture: DarkBlueWormSkin.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 5 
hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: BrownWormSkin.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 5 
hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
[Switching to process 8964]
Program received signal:  “EXC_BAD_ACCESS”.

Original issue reported on code.google.com by siz...@gmail.com on 9 Jul 2012 at 3:17

GoogleCodeExporter commented 9 years ago
oh, it's ok....

fixed!!!

Original comment by siz...@gmail.com on 9 Jul 2012 at 4:38

GoogleCodeExporter commented 9 years ago
Nothing is less helpful than saying a problem is fixed without telling where 
the problem was! So,...what did you change?

Original comment by thomas.t...@googlemail.com on 14 Jul 2012 at 11:56

GoogleCodeExporter commented 9 years ago
I trun off use lua and turn on use nnode in cmake, and it's ok!

best regards!

Original comment by siz...@gmail.com on 15 Jul 2012 at 2:06

GoogleCodeExporter commented 9 years ago

Original comment by thomas.t...@googlemail.com on 9 Sep 2012 at 1:08