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Adam West

Unity
debug assertion failed! on game project

3 posts in this topic

Hi guys,

im looking for help with this debug assertion failed error i keep getting on runtime

here is my code:

main.cpp
[CODE]
#include "main.h"
#include "3dsloader.h"


void lighting();
void initRendering();
void drawScene();
void mainLoop();

Object* testcube;

int main(int argc, char **argv)
{
bool running = true;

InitializeWindow();

initRendering();
testcube = new Object("apex.3ds");
testcube->CreateVBO();
mainLoop();

return 0;
}
void initRendering()
{
glClearDepth(1);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE); //face culling
glEnable(GL_LIGHTING); //enable lighting
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_NORMALIZE); // auto normalize normals
glShadeModel(GL_SMOOTH); //enable smooth shading

}

void mainLoop(void)
{
// the time of the previous frame
double old_time = glfwGetTime();
// this just loops as long as the program runs
while(1)
{
// escape to quit, arrow keys to rotate view
if (glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS)
break;

// draw the figure
drawScene();

// swap back and front buffers
glfwSwapBuffers();
}
}
void drawScene()
{
//clear info from last draw
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //switch drawing perspective
glLoadIdentity();// reset drawing perspective

glTranslatef(0.0f, 0.0f, -5.0f); // translate camera
// ADD SCENE OBJECTS TO RENDER HERE
testcube->Draw();
glfwSwapBuffers();
};
void shutdown()
{
glfwTerminate();
delete testcube;
exit(1);
}
[/CODE]
main.h:
[CODE]
//Include STD headers
#include<GL/glew.h>
#include<GL/glfw.h>
#include <vector>
#include<algorithm>
#include <fstream>
#include<cstdio>
#include <iostream>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>


//Include GLM
#include <glm/glm.hpp>
using namespace glm;

extern void InitializeWindow();
extern void shutdown();
[/CODE]
initialize.cpp
[CODE]
#include "main.h"

void shutdown();
void InitializeWindow()
{
const int window_width = 800,
window_height = 600;
if (glfwInit() != GL_TRUE)
shutdown();
// 800 x 600, 16 bit color, no depth, alpha or stencil buffers, windowed
if (glfwOpenWindow(window_width, window_height, 5, 6, 5,
0, 0, 0, GLFW_WINDOW) != GL_TRUE)
shutdown();
glfwSetWindowTitle("Pheonix engine R1");
glewInit();
// set the projection matrix to a normal frustum with a max depth of 50
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float aspect_ratio = ((float)window_height) / window_width;
glFrustum(.5, -.5, -.5 * aspect_ratio, .5 * aspect_ratio, 1, 50);
glMatrixMode(GL_MODELVIEW);
}

[/CODE]
3dsloader.h
[CODE]

#include "main.h"
#include "lib3ds/file.h"
#include "lib3ds/mesh.h"
class Object
{
public:
Object(std:: string filename);
virtual ~Object();
virtual void Draw() const;
virtual void CreateVBO();
protected:
void GetFaces();
unsigned int m_TotalFaces;
Lib3dsFile * m_model;
GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO;
};
[/CODE]
3dsloader.cpp
[CODE]
#include "3dsloader.h"
Object::Object(std:: string filename)
{
m_TotalFaces = 0;
m_model = lib3ds_file_load(filename.c_str());
// If loading the model failed, we throw an exception
if(!m_model)
{
throw strcat("Unable to load ", filename.c_str());
}
}
Object::~Object()
{
}
void Object::GetFaces()
{
m_TotalFaces = 0;
Lib3dsMesh * mesh;
// Loop through every mesh.
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
{
// Add the number of faces this mesh has to the total number of faces.
m_TotalFaces += mesh->faces;
}
}
void Object::CreateVBO()
{
// Calculate the number of faces we have in total.
GetFaces();
// Allocate memory for our vertices, normals and texture-coordinates.
Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsVector * texCoords = new Lib3dsVector[m_TotalFaces * 2];
Lib3dsMesh * mesh;
unsigned int FinishedFaces = 0;
// Loop through all the meshes.
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
{
lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]);
// Loop through every face.
for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++)
{
Lib3dsFace * face = &mesh->faceL[cur_face];
for(unsigned int i = 0;i < 3;i++)
{
// If there are texture-coordinates.
if(mesh->texels)
{
memcpy(&texCoords[FinishedFaces*2 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel));
}
memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector));
}
FinishedFaces++;
}
}
// Generate a VBO and store it with our vertices.
glGenBuffers(1, &m_VertexVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW);
// Generate another VBO and store the normals in it.
glGenBuffers(1, &m_NormalVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW);
// Generate a third VBO and store the texture coordinates in it.
glGenBuffers(1, &m_TexCoordVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW);
// Clean up our allocated memory because the data is now stored in the GPU.
delete vertices;
delete normals;
delete texCoords;
// We no longer need lib3ds.
lib3ds_file_free(m_model);
m_model = NULL;
}
void Object:: Draw() const
{
// Enable vertex, normal and texture-coordinate arrays.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Bind the VBO with the normals.
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
// The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO.
glNormalPointer(GL_FLOAT, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glVertexPointer(3, GL_FLOAT, 0, NULL);
// Render the triangles.
glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
[/CODE]




I have also attached a screencap of the error for you guys [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

thanks for your help in advance community,
Adam
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I really only skimmed your code, but as far as I can tell you never assert any of your pointer arithmetics?
And can't you ask the debugger to tell you the precise file name and line instead of your "general" pointer-fault?

Anyways, for the assertions. You do have number 1 (via an if-statement) in some places, but I cannot see number 2 anywhere.
1. Assert that all pointers are valid before usage - assert(p != NULL) or assert(p != nullptr).
2. Assert that all array indicies are valid before usage - assert(i < array_size) or, for STL containers, assert (i < container.size()).
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Can you confirm that [i]m_TotalFaces[/i] is non-zero after the call to [i]GetFaces()[/i]?

Also, you should delete [i]vertices[/i], [i]normals[/i], and [i]texCoords[/i] like this (using operator [i]delete[][/i]):

[code]
delete [] vertices;
delete [] normals;
delete [] texCoords;
[/code]
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[quote]
[code]
if(!m_model)
{
throw strcat("Unable to load ", filename.c_str());
}
[/code]
[/quote]
Quickfix:
[code]
if(!m_model)
{
// (Include <exception>, <stdexcept>, and <string>)
throw runtime_error( string("Unable to load ") + filename );
}
[/code]

The [url=http://www.cplusplus.com/reference/clibrary/cstring/strcat/]strcat[/url] documentation states that strcat will remove the null terminator from the destination string and appends the source string onto the destination string and returns the destination string (and not a new string containing both the destination string and source string). The quoted code is doubly-bad for two reasons. First, character arrays, such as the literal "Unable to load ", are immutable because they lie in a read-only section of the executable; attempting to modify the read-only section of the executable will cause a crash (undefined behavior?). Second, the destination string is only large enough to hold the destination string itself and nothing more. Writing more than what was allocated for the string results in a [url=http://en.wikipedia.org/wiki/Buffer_overrun]buffer overrun[/url].

Take a look at the following example:
[code]
#include <cstring>
#include <cstdio>
#include <string>

using namespace std;

int main() {
char* str = "Test: "; // str points to read oly memory
// strcat( str, "123" ); // Crash, cannot write to str directly

// const char* str = "Test: "; // Consider using a const pointer to prevent accidentally writing to it
// strcat( str, "123" ); // Compile time error, str is const

char str2[] = "Test: "; // Allocates 7 chars on the stack, copies the read only memory "Test: \0" into it
strcat( str2, "123" ); // Buffer overrun, not enough room in str2 to hold "123\0"

char str3[64] = "Test: ";
strcat( str3, "123" ); // Ok (but you still need to watch out for buffer overruns)

string str4 = "Test: ";
str4 += "123"; // Ok (don't need to worry about overruns, but it uses the freestore instead of the stack)

printf( "%s\n%s\n%s", str2, str3, str4.c_str() );
}
[/code]
Sample output:
[tt]
Test12Test: 123
Test: 123
Test: 123
[/tt]
See [url=http://www.cplusplus.com/doc/tutorial/ntcs/]character sequence tutorial on cplusplus.com[/url] for more detail.

Next, you should generally throw an object that [url=http://www.parashift.com/c++-faq-lite/exceptions.html#faq-17.12]ultimately inherits from std::exception[/url].</string></cstdio></cstring></stdexcept></exception> Edited by fastcall22
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