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GMK 1.2.12 PhysX Error...

by Quinton Delpeche · in Game Mechanics Kit · 02/19/2012 (9:53 am) · 6 replies

I have just finished merging the GMK 1.2.12 code in to a Full PhysX template of Torque 3D 1.2. Everything went smoothly ... besides a few script issues and minor oversights in the GMK script. I have sorted all them out except for this one error.

PhysX Error:
   D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpPhysicsSDK.cpp(718) : PhysicsSDK::releaseTriangleMesh: instances of this mesh still exist!

I am also getting these errors.
PhysX Error:
   D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpActor.cpp(807) : PhysicsSDK: NpActor::setGlobalPose: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!

PhysX Error:
   D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpActor.cpp(364) : PhysicsSDK: NpActor::setLinearMomentum: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!

PhysX Error:
   D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpActor.cpp(380) : PhysicsSDK: NpActor::setAngularMomentum: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!

PhysX Error:
   D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpActor.cpp(248) : PhysicsSDK: NpActor::setLinearVelocity: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!

PhysX Error:
   D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpActor.cpp(258) : PhysicsSDK: NpActor::setAngularVelocity: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!

I can't seem to figure out or pinpoint exactly where the problem is. Has anyone picked up a similar problem? Any help will be greatly appreciated.

About the author

Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.


#1
02/21/2012 (9:16 am)
Well I recompiled using Bullet Physics instead and the problem went away. There is however an issue with the Ragdoll and the Rocket Launcher ... nothing that can't be fixed.

Personally I don't think GMK 1.2.12 is 100% tested on T3D 1.2 ... but that is just my opinion.
#2
01/30/2013 (2:10 pm)
Has anyone got this working with Physx? What about Torque 2.0 (MIT), there seems to be a lot more errors in the log files.

Errors like
Resource<TSShape>::create - Could not open 'art/shapes/actors/TorqueOrc/TorqueOrc.dts'

d:\work\projects\anotherrealm\torque3d-master\engine\source\core\stream\bitstream.cpp(339) : Warning - BitStream::writeInt: value out of range.

I seem to hit this error, even with #undef physics_physx

D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpPhysicsSDK.cpp(718) : PhysicsSDK::releaseTriangleMesh: instances of this mesh still exist!


#3
02/06/2013 (10:06 pm)
"What about Torque 2.0 (MIT), there seems to be a lot more errors in the log files."

same here.
are those warnings only showing when u include physx or bullet in the build?

because those warnings still shows if i excluded physX and bullet from my build.

is this normal?
#4
03/12/2013 (11:34 am)
I just recieved this error on a physx build as well when making destroyable objects. I never had this error come up prior to making rigid shapes or staticshapes break apart. Any ideas of what this might be.
#5
01/16/2014 (6:38 pm)
I have received this error in the console log after the engine crashed because I was trying to make an airship. A player walks onto the ported airship and hits the trigger which asks if they want to initiate travel. If yes, then the trigger will delete the staticShape instance of the airship, immediately create the vehicle class in the position of the original, and then mount the player. This caused the PhysX error posted below, and would crash the system.
I found out what it was because the player was still standing on the original airship before deleting causing some type of collision mesh conflict. The same error occurs with the doors that I have that use a similar trick except it does not result in an engine crash probably because the collision in the area of the door is very brief.

Hope this helps someone.

PhysX Error:
D:\sw\physx\PhysXSDK.8.4\trunk\SDKs\Physics\src\NpPhysicsSDK.cpp(718) : PhysicsSDK::releaseTriangleMesh: instances of this mesh still exist!
#6
03/02/2014 (2:45 pm)
it says you havent deleted the static mesh properly.