• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Tim Lawton

DX11
Unhandle Exception During Release/Shutdown of a texture

6 posts in this topic

Currently Writing a new system, and I've put a small box with a texture on it, with DirectX11 (which was previously working before I started adding more unrelated code).

 

Now for some unknown reason, I've receiving this unhandled exception:

 

http://img15.imageshack.us/img15/5666/textureunload.png

 

Continuing will loop the same problem. I'm probably missing something really stupid, but I'd really like some insight to why this is happening.. Thanks!

 

 

Texture.cpp

#include "Texture.h"

/* Constructor & Deconstructor */
Texture::Texture()
{
	m_texture = 0;
}
Texture::~Texture(){}

/* Initialize */
bool Texture::Init(ID3D11Device* device, CHAR* filename)
{
	HRESULT r;

	//Load texture
	r = D3DX11CreateShaderResourceViewFromFile(device, filename, NULL, NULL, &m_texture, NULL);
	if(FAILED(r))
	{return false;}

	return true;
}

/* Return objects we are using to higher level */
ID3D11ShaderResourceView* Texture::GetTexture()
{return m_texture;}

/* Shutdown/Release Objects we have used */
void Texture::Shutdown()
{
	if(m_texture)
	{
		m_texture->Release();
		m_texture = 0;
	}
	return;
}
Edited by Xuchilbara
0

Share this post


Link to post
Share on other sites

Your "this" pointer is bogus inside of Model::ReleaseTexture. 0xcdcdcdcdcd is the default fill pattern for memory allocated from the heap, so this means that you allocated something with a Model* pointer that was never initialized to anything. Then you tried to call ReleaseTexture on that initialized pointer, and your program crashed when it tried to follow access memory using that invalid pointer (in your case it tried to access m_texture member of Model which is located at an offset of 16 bytes from the start of your Model class, which is why it's complaining about accessing memory at an address off 0xcdcdcddd).

2

Share this post


Link to post
Share on other sites

Im not quite sure I follow, I have allocated m_modeltype to ModelType

 

		struct ModelType
		{
			float x, y, z;
			float tu, tv;
			float nx, ny, nz;
		};



ModelType* m_modeltype;

 

And then initialized in the LoadModel() function

 

//Create the model using the vertex count that was read in
	m_modeltype = new ModelType[m_vertexCount];
	if(!m_modeltype)
	{return false;}
0

Share this post


Link to post
Share on other sites

Does your texture work at runtime after you made your changes?

 

Also, I don't think I'm seeing enough code to accurately pinpoint what's going on.  Can you show us what you changed?

 

Shogun

Edited by blueshogun96
0

Share this post


Link to post
Share on other sites
In your screenshot, the error is occuring in the Model class, not your ModelType struct.
It looks like you're calling Model::ReleaseTexture on an object that hasn't been created, or on an object that has been deleted.
e.g.
Model* model;
model->ReleaseTexture();//crash
//or
Model* model = new Model();
delete model;
model->ReleaseTexture();//crash
Edited by Hodgman
2

Share this post


Link to post
Share on other sites

When the unhandled exception occurs, break into the debugger. Go to the call stack window, you'll be in Model::ReleaseTexture. Go down in the stack to the previous function that called ReleaseTexture. In this function it will be calling ReleaseTexture on a Model* pointer. This pointer variable is bogus, it was never initialized to any value.

2

Share this post


Link to post
Share on other sites

Here is the shutdown function of my model.cpp 

void Model::Shutdown()
{
	//Release the model texture
	ReleaseTexture();

	//Release the vertex and index buffers
	ShutdownBuffers();

	//Release the model
	ReleaseModel();

	return;
}

 

It seems that every single of these functions return a problem when it accesses them, starting with ReleaseTexture() as its at the top. Although after doing some debugging it turns out it's going straight for the Shutdown() method and not the Init() Method during compile, in fact it completely ignores the initialization in the top end class.

 

Application.cpp

	/* CUBE */
	m_Cube = new Model;
	if(!m_Cube)
	{return false;}

	r = m_Cube->Init(m_D3D->GetDevice(), "Shapes/Cube.txt", "Textures/blocktexture.jpg");
	if(!r)
	{
		MessageBox(hwnd, "Cube Failed to load!", "Error!", MB_OK);
		return false;
	}

 

Why is it skipping directly to the Shutdown() function in my Application class first?

 

void Application::Shutdown()
{
	if(m_Cube)
	{
		m_Cube->Shutdown();
		delete m_Cube;
		m_Cube = 0;
	}

...
}
Edited by Xuchilbara
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By YixunLiu
      Hi,
      I have a surface mesh and I want to use a cone to cut a hole on the surface mesh.
      Anybody know a fast method to calculate the intersected boundary of these two geometries?
       
      Thanks.
       
      YL
       
    • By hiya83
      Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop?
      Thanks!
    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
    • By MarcusAseth
      bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; }  
      As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...
      I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.
      How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?
      Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) 
    • By ProfL
      Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
  • Popular Now