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Unigine fatal error since update


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Hi unigine

 

 

Since the latest unigine update we can not start our project (all scripts deactivated).

 

 

Linux (x64d):

Unigine fatal error
engine/render/opengl/framework/GLFrameBuffer.cpp:547: void GLFrameBuffer::disable(): Assertion: 'enabled && "GLFrameBuffer::disable(): is not enabled"'

 

Linux (x64)

OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation
OpenGL error: invalid operation

 

 

Windows (both):

No error at all, screen stays black.

Tested with DX10 and DX11.

 

 

Project works fine with the Unigine-20101101-bin build.

GPU is AMD Radeon 48xx and 58xx.

 

 

Kind Regards

Manuel

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Hi frustum

 

 

Thanks for the information.

Can you please provide me the updated build?

At the moment we can only use the old build. Within linux the world loads but is totally strange rendered.

Within windows the unigine process takes 100% cpu and hangs at loading.

 

I'm a bit unsure about this. It seems we are the only ones with that problem.

Our content is stricktly created like the manual explains it but somehow we must do something horryble wrong (?) while only graphic content breaks the game world after an update.

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Could you please send us minimal test scene for regression testing before releasing updated version?

 

Thats a bit difficult, when we are rebuilding the stuff it seems to work (noted that when I tried to create a test scene).

 

But can provide some screenshots of it:

 

Old Unigine version:

post-31-0-13449600-1291829861_thumb.png

 

New Unigine version:

post-31-0-67798400-1291829869_thumb.png

 

 

Edit:

Ok, I began to delete everything out and found the source of the problem.

An ObjectWaterMesh creates the errors. After deleting it all errors and rendering problems went away.

The problem seems related to all materials that inherit from water_base but only in that ObjectWaterMesh Object.

(Only tested with linux so far, will edit this post asap I got a windows installation)

 

Edit2:

Works too under windows. :)

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So the problem is resolved, isn't it?

Yes, problem fixed! :lol:

 

manuel.gysin,

Could you please send us your ObjectWaterMesh mesh file to reproduce bug?

I can't repeat this error using ObjectWaterMesh from demos.

I have no access for the moment to the project files.

But will send the Object ASAP when I have access.

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