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Author Topic: lighting causing segfault only with textured level  (Read 1221 times)
koocake
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« on: May 04, 2006, 02:42:36 am »

Hi there,

Up until now I have just had ambient lighting for my map.

I tried doing:
    csRef<iLight> light = engine->CreateLight("DynLight", csVector3(-19, 120, 34), 300, csColor(1, 1, 1));
    if(!light)
    {
        app->ReportError("Failed to create light!");
    }
    levelsector->GetLights()->Add(light);

This works fine on an untextured map (where textures get replaced with the checkerboard) , but causes a segfault when I use the textured map.

It is the

 levelsector->GetLights()->Add(light);

line that causes the segfault. Valgrind debugger gives me the following:

==28337== Process terminating with default action of signal 11 (SIGSEGV)
==28337==  Access not within mapped region at address 0x0
==28337==    at 0x260C0E1B: CastShadows_Front2Back(csKDTree*, void*, unsigned, unsigned&) (in /home/kate/csinstall/lib/crystalspace/frustvis.so)
==28337==    by 0x158E90EE: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9175: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x260C570A: csFrustumVis::CastShadows(iFrustumView*) (in /home/kate/csinstall/lib/crystalspace/frustvis.so)
==28337==    by 0x158ACEB3: csSector::RealCheckFrustum(iFrustumView*) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x1584FBCD: csLight::CalculateLighting() (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158391B9: csEngine::ShineLights(iRegion*, iProgressMeter*) (in /home/kate/csinstall/lib/crystalspace/engine.so)

It looks like a null pointer problem at : CastShadows_Front2Back(csKDTree*, void*, unsigned, unsigned&) (in /home/kate/csinstall/lib/crystalspace/frustvis.so)

any ideas what is causing this. Im assuming it is something to do with the textures but what? Could missing/wrongly applied textures cause the problem?

regards,

Kate Mallichan
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jorrit
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Posts: 1706


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« Reply #1 on: May 04, 2006, 07:12:55 am »

Is there some way that I can reproduce this? i.e. can you send me the map and some code that shows the problem? Or maybe loading the map in walktest also demonstrates the problem?

Greetings,
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