On Wed, Sep 17, 2008 at 12:30 AM, Lucio Torre <[EMAIL PROTECTED]> wrote:
>
> On Tue, Sep 16, 2008 at 11:20 AM, Alex Holkner <[EMAIL PROTECTED]> wrote:
>> An example demonstrating the problem would be helpful.  pyglet doesn't
>> know anything about FBO's, so you might be to blame for that one ;-)
>
> its possible, but why would i get the error on the vertex part?

I don't even know _what_ error you were getting on the "vertex" part.
Please try to be a _little_ more helpful with your bug reports.  They
are appreciated, but not when I don't have a clue as to what you're
trying to report.

>
>> Again, please post a complete non-working example.
>
> the thing with this is that i cant. we have 5k lines of code, we
> probably did write 10k lines and erased most of them later. i just
> wanted to inform on some experiences. getting to reproduce this in a
> small form could take forever. maybe the report would trigger
> something that would help you.

That's fine, something in a big form can be helpful too.  I'm happy to
check out of an SVN repository or whatever, so long as it consistently
(or not) demonstrates the problem.

>> Could be a problem with data getting garbage collected before the
>> driver is finished with it.  (Looking at the code, that's almost
>> certainly the case).  Could you post a complete example so I can
>> verify the fix?
>
> lets do the other way around. what should i get to test it? i know how
> i can reproduce this inside the game, but i dont know what will happen
> if i start to cut other parts. if it still fails, ill try to get an
> example.

I imagine you should be able to copy the draw call out of your game
into a bare pyglet program, possibly with some simple hardcoded data
to replace your scene data.  If that doesn't reproduce the bug, throw
it in a loop to increase memory pressure.  Failing that, point me to
the whole source (usually  it takes me longer to isolate the bug than
you, as you know your way around your own code base better than I).

Alex.

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