Ravbug

Results 57 comments of Ravbug

I tried `-fpermissive` and updated to the latest PhysX release but I am still getting the error. Here is the full command that CMake is running to compile `PxMetaDataObjects.h`: >...

I was able to find the issue - I had set CMAKE_CXX_STANDARD earlier in my top-level CMakeLists.txt to C++20 which was affecting PhysX and causing the error with g++. Removing...

Thanks for the report! This is a known issue. There's a note on the readme about a workaround: > On Windows, you will need to run your initial configure twice...

Looks like my earlier understanding of the source was wrong -- PFFFT works fine on Windows x86_64. However, this implementation is disabled on macOS x86_64. Is there a non-IPP FFT...

Thanks for the report. Is there anything in the console log? Check both stdout and the Visual Studio output window (Debug -> Windows -> Output) if you're on Windows.

I am able to reproduce this in HelloCube, and in the Output window I get this: > D3D12 ERROR: ID3D12CommandList::Dispatch: Resource(0x000001E60C217820:'Depth Texture') (subresource : 0) is bound as DATA_STATIC_WHILE_SET_AT_EXECUTE on...

In the meantime, for me, the Vulkan backend appears to work. You can try switching to it by going to Properties -> Debugging -> Environment and setting `RGL_BACKEND=vulkan` ![image](https://github.com/RavEngine/RavEngine/assets/22283943/4bfba510-78a6-45af-a5ba-8e7b55ffbafa)

I can no longer reproduce the validation assertions on the latest D3D12 Agility SDK.

What error did you get when trying to build UWP?

> Which can be fixed by removing the /MT flag set in the root CMakeLists.txt I checked my copy and found that I also did that. My project builds SteamAudio's...