Crystal Hammer

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Nice video :+1: Yeah I know of this since not long after I added rewind. Wasn't anything important for me since it's just a missed warning. We probably still can...

Ah crap. I thought fixing those warnings won't break building. IDK anymore, for sure I won't want to put so many `#ifdef`s to support both. But I think it is...

I updated https://stuntrally.tuxfamily.org/wiki/doku.php?id=compile#ogre with more info. Didn't exactly test those hashes build with 1.9, just estimated them. We have CI on Actions tab, these assume Ogre 1.13.

Right this error is because of 1.13 change. You can set OGRE_NODELESS_POSITIONING=ON in CMake and rebuild Ogre. Or I should probably fix this for the new way, like written on...

This is strange. Config paths look okay. Can you build Debug configuration, use e.g. `gdb` to start stuntrally and get the `bt` (backtrace / call stack) to see where did...

This doesn't look good. I don't really know what to do next. This is even before Ogre, in just GAME ctor, inside bullet allocating memory. Maybe something wrong with bullet...

Looks like SR didn't link to something that has btBulletFile. Not sure how this goes when building bullet from sources, but we have both libbullet-dev and libbullet-extras-dev needed as dependencies.

Strange. On fullscreen, or windowed?

I wonder if this has anything to do with plenty of such messages in ogre.log: Note: Mesh instance 'rd.mesh.15_0' was defined as manually loaded, but no manual loader was provided....

Is this also on Linux? IIRC on Windows and fullscreen, DirectX could have lost / reset device and unload some textures or meshes?