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zgysx

Gamebryo: Program crash when render NiMeshScreenElements

3 posts in this topic

I use NiMeshScreenElements of Gamebryo to render 2D image in Game, First, I Create NiMeshScreenElements from a png file, and then rend this NiMeshScreenElements. Gamebyro popup an error dialog when rend the NiMeshScreenElements.

[CODE]
NiMeshScreenElements * g_pScreenElement;
bool GImage::LoadImageFromFile( const char * pszPath )
{
NiFile * pkFile = NiFile::GetFile( pszPath, NiFile::READ_ONLY );
if( pkFile == NULL )
return false;
NiPNGReader pngReader;
NiPixelData * pSrcData = pngReader.ReadFile( *pkFile, NULL );
if( pSrcData == NULL )
return false;
NiSourceTexture * pSrc = NiSourceTexture::Create( pSrcData );
if( pSrc == NULL )
return false;
g_pScreenElement = NiMeshScreenElements::Create( pSrc);
return true;
}
[/CODE]
g_pScreenElement->m_eColorFormat become F_FLOAT32_4 after executing above code. I suspect that is a error value.

and then I render NiMeshScreenElements * g_pScreenElement .
[CODE]
m_pDevice->SetScreenSpaceCameraData();
g_pScreenElement->RemoveAll();
g_pScreenElement->AddNewScreenRect( (short)fX, (short)fY, (short)fWidth, (short)fHeight, 0, 0, NiColorA::WHITE );
g_pScreenElement->RenderImmediate( m_pDevice ); //popup an error dialog when execute this line
[/CODE]

popup error dialog as follow:
NiVerifyStaticCast() caught an invalid type cast
Stack Trace:
NiObject::VerifyStaticCastDebug
NiD3DShader::PreRenderSubmesh
NiD3DShader::Do_RenderMeshes
NiShader::RenderMeshes
......

Thanks Edited by zgysx
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Gamebryo is a closed-source proprietary engine, so you'd be much better off asking for help inside that [url="https://www.gamebryosupport.com/"]closed community[/url]. You might even get your company in trouble ([i]i.e. have their license revoked[/i]) by discussing the internals of that product on a public forum... Does your company have a support contract for Gamebryo?

Look inside the NiD3DShader::PreRenderSubmesh to see what kind of cast it's attempting to do, and which object it's trying to do the cast on. Edited by Hodgman
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[quote name='Hodgman' timestamp='1342008225' post='4957993']
Gamebryo is a closed-source proprietary engine, so you'd be much better off asking for help inside that [url="https://www.gamebryosupport.com/"]closed community[/url]. You might even get your company in trouble ([i]i.e. have their license revoked[/i]) by discussing the internals of that product on a public forum... Does your company have a support contract for Gamebryo?

Look inside the NiD3DShader::PreRenderSubmesh to see what kind of cast it's attempting to do, and which object it's trying to do the cast on.
[/quote]
Of course, our company have the license, but Gamebryo source code have not opened for me at present, [size=4]I[/size][size=4] need[/size][size=4] a[/size][size=4] complicated application if I want to watch the Gamebryo source code. I just a new employee.[/size] Edited by zgysx
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I solve this bug, because I created NiMeshScreenElements before create NiRender. so the NiMeshScreenElements::m_eColorFormat was F_FLOAT32_4.
I created a NiRender, and then create NiMeshScreenElements, NiMeshScreenElements::m_eColorFormat become F_NORMUINT8_4_BGRA, this is a correct value. Everything is ok.
I am so ashamed.
Thanks Hodgman all the same.
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