Posted this to the wrong address twice, off to a good start. Here we go...
I've been working on this for a while, and simply can't figure out what's
up.
The short version is when I call a bunch of deletes on VertexLists in the
same batch, I seem to be crashing the driver.
Is this expected behavior? I think I'm trying to delete a few hundred at a
time, and when I don't call delete, it has no problems.
Also, if I do the draws to unique batches and then draw those batches
immediately, no problems. (Besides the giant performance drop that I'm
trying to avoid.)
Also, if I comment out lines 679-682 in pyglet/graphics/vertexdomain.
py:
elif primcount == 1:
# Common case
glDrawElements(mode, sizes[0], self.index_gl_type,
self.index_buffer.ptr + starts[0])
That also takes care of the problem- doesn't matter what I do, with those
lines commented out (and the code falling through to the next case) it runs
fine.
I'm not yet sure how to make a succinct demo to run, but if any of you have
the time, the github is:
https://github.com/numberoverzero/Game-Framework-for-Pyglet/tree/6d01416702f7b75581616d74b243185db4d7d669
To set it up, edit the path in
Game-Framework-for-Pyglet/Testing/ExplosionMaker/__init__.py to reflect the
directory that you cloned the repo to.
Then, run /Testing/CurrentTest.py
There is a bunch of "Explosion updated a particle" output to console,
because I wanted to make sure that I wasn't calling delete twice on a
particle anywhere.
Thanks for any help, and I'll work on getting a small demo script together
so it's easier to test.
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