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by Julio Jerez » Tue May 21, 2013 2:21 pm
the debug display chaneg on the version. but those fintopn are not called.
did you sync to version 159 and that did no have the gliches?
commnet out these lines
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// DEBUG_DRAW_MODE mode = m_solid;
if (m_mainWindow->m_debugDisplayMode) {
DEBUG_DRAW_MODE mode = (m_mainWindow->m_debugDisplayMode == 1) ? m_solid : m_lines;
DebugRenderWorldCollision (GetNewton(), mode);
}
in file ..\applications\demosSandbox\sdkDemos\DemoEntityManager.cpp
that will remove any graphics change added to teh engine for a long time.
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Julio Jerez
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by Enclave » Tue May 21, 2013 2:27 pm
If I sync to version 158, there is no glitches.
If I sync to version 159, I get the glitches.
I think, some bug is in version 159.

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Enclave
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by Julio Jerez » Tue May 21, 2013 2:30 pm
did you comment out the liine I mentioned. that will cancel any graphics change that I made.
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Julio Jerez
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by Enclave » Tue May 21, 2013 2:33 pm
Yes, I did it one minute ago. Nothing is changed, glitches still present.
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Enclave
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by Julio Jerez » Tue May 21, 2013 2:36 pm
but other than that thre was no graophics changes, It does no make sence that revision 159 fail and 158 works
what kind of system are you using.
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Julio Jerez
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by Enclave » Tue May 21, 2013 2:44 pm
but other than that thre was no graophics changes, It does no make sence that revision 159 fail and 158 works
what kind of system are you using.
I dont know, but this is true. I get this at two systems, on Windows 7 and on Windows XP on my work (built-in graphics card). On my home desktop
with nVidia GTX 570 everything was ok.
I am look to the log from revision 159
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Modify /trunk/applications/demosSandbox/sdkDemos/DemoEntityManager.cpp diff
Modify /trunk/applications/demosSandbox/sdkDemos/NewtonDemos.cpp diff
Modify /trunk/applications/demosSandbox/sdkDemos/NewtonDemos.h diff
Modify /trunk/applications/demosSandbox/sdkDemos/demos/BasicPlayerController.cpp diff
Modify /trunk/applications/demosSandbox/sdkDemos/toolBox/DebugDisplay.cpp diff
Modify /trunk/applications/demosSandbox/sdkDemos/toolBox/DebugDisplay.h
There are a lot of changes, I find it hard to find the location of the error.
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Enclave
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by Julio Jerez » Tue May 21, 2013 2:58 pm
none of thso echnage are related to graphics
ca you run under a gl debugger, this is a free one, I will try tonoght maybe the is a gl begin/ glEnd out of sequecne or somethong like that
http://code.google.com/p/glintercept/I will try tonigh and see if I get any gl errors.
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Julio Jerez
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by Julio Jerez » Tue May 21, 2013 3:07 pm
when I run the app under that GL debugger I get these gl memory leak error
GL Intercept Log. Version : 1.10 Compile Date: Aug 4 2012 Run on: Tue May 21 12:04:01 2013
===================================================
GLDriver::DeleteOpenGLContext - Deleting current context 00010000?
ImageManager::Destructor - OpenGL id 1 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 2 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 3 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 4 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 5 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 6 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 7 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 8 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 9 is still active. (Image Memory leak?)
===================================================
Log End.
I will fi then but I do not think those are catrasfrofic,
Please dowload that gl debuuget and see if yo uget diffrent error, that I am getting.
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Julio Jerez
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by Enclave » Tue May 21, 2013 3:51 pm
I download the GL debugger, and get the same errors.
In a revision 158 and revision 159 it is the same. Maybe we need to change some settings in GL debugger config file to see more?
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Enclave
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by Julio Jerez » Tue May 21, 2013 4:31 pm
Ok I fix those Gl memory leak, you cxan sync againt.
I do no thonk tshi was the problem, we need to find out how to set teh debugger to trap error.
There is a more powerful debugg call glDebuger, but it is not free. this was slwo down te happ a lot.
I can also try the gl debugger on the Mac which comes with xcode.
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Julio Jerez
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by Enclave » Tue May 21, 2013 5:37 pm
Julio, I am found something.
When I made this changes in a revision 158 (which was working ok), I get the graphical glitches, as in revision 159. I am dont understand what this, maybe you know.
- Code: Select all
// DEBUG_DRAW_MODE mode = m_solid;
if (m_mainWindow->m_debugDisplayState) {
DEBUG_DRAW_MODE mode = (m_mainWindow->m_debugDisplayState == 1) ? m_solid : m_lines;
DebugRenderWorldCollision (GetNewton(), mode);
}
/*
// DEBUG_DRAW_MODE mode = m_solid;
DEBUG_DRAW_MODE mode = m_lines;
if (m_mainWindow->m_debugDisplayState) {
//glDisable (GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
DebugRenderWorldCollision (GetNewton(), mode);
glEnd();
}
*/
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Enclave
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by Enclave » Tue May 21, 2013 5:45 pm
Well, I am found a BUG!!!
Look here:
This is your code: (in a DemoEntityManager.cpp)
- Code: Select all
// DEBUG_DRAW_MODE mode = m_solid;
if (m_mainWindow->m_debugDisplayMode) {
DEBUG_DRAW_MODE mode = (m_mainWindow->m_debugDisplayMode == 1) ? m_solid : m_lines;
DebugRenderWorldCollision (GetNewton(), mode);
}
This is my version:
- Code: Select all
DEBUG_DRAW_MODE mode = m_solid;
if (m_mainWindow->m_debugDisplayMode) {
mode = (m_mainWindow->m_debugDisplayMode == 1) ? m_solid : m_lines;
DebugRenderWorldCollision (GetNewton(), mode);
}
Change code to my version, and everything will work.

I am go to sleep now

Last edited by
Enclave on Tue May 21, 2013 5:50 pm, edited 2 times in total.
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Enclave
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by Julio Jerez » Tue May 21, 2013 5:47 pm
change to what? you did no post the code to change it to.
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Julio Jerez
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by Enclave » Tue May 21, 2013 6:00 pm
I edited the post, look at the changes.
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