Search found 4 matches
- Wed Oct 21, 2009 11:47
- Forum: Help
- Topic: OgreRenderer crash in destroySystem()
- Replies: 6
- Views: 32475
Re: OgreRenderer crash in destroySystem()
Just to confirm, this issue should now be fixed. CE. Awesome :D you may find you have some issues to resolve (i.e. all our statically linked parts are now using the /MT(d) options, whereas Ogre is not - so there are potential issues that exist and their resolution is left as an exercise for the use...
- Mon Oct 19, 2009 11:22
- Forum: Help
- Topic: OgreRenderer crash in destroySystem()
- Replies: 6
- Views: 32475
Re: OgreRenderer crash in destroySystem()
CrazyEddie wrote:Thanks for the extra info. Seems like it's a double-deletion bug, possibly related to the way things are handled differently in statically linked mode. I'll confirm to be sure this and get it fixed - thanks
Once again thanks for the help,
Slake.
- Fri Oct 16, 2009 12:45
- Forum: Help
- Topic: OgreRenderer crash in destroySystem()
- Replies: 6
- Views: 32475
Re: OgreRenderer crash in destroySystem()
Hi, I do not altering the image codec later on. I literally only create and destroy the ogre renderer at the moment. I am using visual studio 2008 and statically linking to CEGUI. The error is an Access violation reading location 0xfeeefeee. Before System::destroy() is called ic contains, for exampl...
- Fri Oct 16, 2009 11:36
- Forum: Help
- Topic: OgreRenderer crash in destroySystem()
- Replies: 6
- Views: 32475
OgreRenderer crash in destroySystem()
Hi I am new to CEGUI and I would like to say that it rocks! I searched the forums and could not find an answer so I am sorry if this has already been asked. OgreRenderer::destroySystem() crashes when called. The code below shows how I am using the OgreRenderer: GuiEngine::GuiEngine( void ) { CEGUI::...