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fanwars

Member Since 27 May 2010
Offline Last Active Private

Posts I've Made

In Topic: Volume texture for clouds

09 May 2014 - 04:28 AM

e: mixed posts, please ignore.


In Topic: Compiler crash, r1777 -> r1778

06 May 2014 - 01:09 AM

Alright, I changed that and it seems to be working now.
 
Thank you for your help. Sorry this turned out to be my personal buglog. laugh.png

In Topic: Compiler crash, r1777 -> r1778

05 May 2014 - 12:55 PM

Did you update the CScriptHandle add-on too when using the latest WIP version of the library?

 

Yes, I double checked that. Everything is now from the latest r1916, unmodified. My case is much like the following:

void Loop(ref @r){
	//r is null when using opHndlAssign
}

void main(){
	Actor a; //any class or object
	ref @r = @a;
	ExecuteAsync(Loop,r,0.0f);
}

This is how I register ExecuteAsync:

static void SCRIPTF_ExecuteAsync(asIScriptFunction *pfunc, CScriptHandle *pref, float t){
    //...
    if(pref)
        psg->AddRefScriptObject(pref,psg->GetObjectTypeByName("ref"));
    pscript->Execute(pfunc,...,pref); //basically finds a free context, prepares it and executes in a concurrent manner
}

psg->RegisterFuncdef("void ExecFunc(ref)");
psg->RegisterGlobalFunction("void ExecuteAsync(ExecFunc@, ref, float)",asFUNCTION(SCRIPTF_ExecuteAsync),asCALL_CDECL);

In Topic: Compiler crash, r1777 -> r1778

05 May 2014 - 10:30 AM

Ok, sorry about this.. It was an overflow at my end, found it deep in my dumb ***.
 
I'm still getting null pointer accesses though. Something's going on with the new scripthandle add-on. Simply calling psg->AddRefScriptObject(pref,psg->GetObjectTypeByName("ref")) and passing it as an object to another preparing context doesn't seem to cut it anymore.
 
E: must be that new opHndlAssign. Changing it back to opAssign solves it...

In Topic: Compiler crash, r1777 -> r1778

05 May 2014 - 08:49 AM

I'll just put some data breakpoints and see what happens. Of course it's possible that there's an overflow at my end...


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