Small assert issues
by Brian Richardson · in Torque Game Engine Advanced · 11/27/2004 (8:53 am) · 1 replies
Small issues I've hit while moving my game over to TSE:
1. The defines in the debug project are: "TORQUE_DEBUG D3D_DEBUG_INFO", they should be "TORQUE_DEBUG;D3D_DEBUG_INFO". I was not getting any asserts fired off.. heh
2. In gfxDevice.cpp, you should switch the initial assert from:
AssertFatal( smGFXDevice[smActiveDeviceIndex] != NULL && smActiveDeviceIndex > -1, "Attempting to get invalid GFX device." );
to:
AssertFatal( (smActiveDeviceIndex > -1) && (smGFXDevice[smActiveDeviceIndex] != NULL), "Attempting to get invalid GFX device." );
That way the assert will trigger instead of TSE bombing.
Like I said, small things, but that might save someone else 5 minutes. ;)
1. The defines in the debug project are: "TORQUE_DEBUG D3D_DEBUG_INFO", they should be "TORQUE_DEBUG;D3D_DEBUG_INFO". I was not getting any asserts fired off.. heh
2. In gfxDevice.cpp, you should switch the initial assert from:
AssertFatal( smGFXDevice[smActiveDeviceIndex] != NULL && smActiveDeviceIndex > -1, "Attempting to get invalid GFX device." );
to:
AssertFatal( (smActiveDeviceIndex > -1) && (smGFXDevice[smActiveDeviceIndex] != NULL), "Attempting to get invalid GFX device." );
That way the assert will trigger instead of TSE bombing.
Like I said, small things, but that might save someone else 5 minutes. ;)
Torque Owner Brian Ramage
Black Jacket Games