TGE 1.5.2 crash when changing screen resolution
by Nicolas Buquet · in Torque Game Engine · 07/19/2007 (9:54 am) · 5 replies
Hello,
I have a crash on my TGE application when I try to change resolution from the option window.
I choose my new resolution, and select 'Apply'. The window fade-out, and then nothing.
The app quitted without notification, nor error message.
It seems that it is linked to the fact that I have to compile it in MONO-thread, and not MULTI-thread.
If I compile it as a muti-thread app, all is right.
If I change the screen configuration in the client/prefs.cs file, all is right.
If I try, in mono-thread app, to pass in fullscreen, or to come back from fullscreen, the app quit without message.
The behaviour wasn't present with my TGE 1.5.0 mono-thread app.
Does someone has any idea about this ?
Thanks.
Nicolas Buquet
PS : my computer is a Apple PowerBook G4, 1.67 GHz, 1.5 GB RAM, Mac OS X.4.9
I have a crash on my TGE application when I try to change resolution from the option window.
I choose my new resolution, and select 'Apply'. The window fade-out, and then nothing.
The app quitted without notification, nor error message.
It seems that it is linked to the fact that I have to compile it in MONO-thread, and not MULTI-thread.
If I compile it as a muti-thread app, all is right.
If I change the screen configuration in the client/prefs.cs file, all is right.
If I try, in mono-thread app, to pass in fullscreen, or to come back from fullscreen, the app quit without message.
The behaviour wasn't present with my TGE 1.5.0 mono-thread app.
Does someone has any idea about this ?
Thanks.
Nicolas Buquet
PS : my computer is a Apple PowerBook G4, 1.67 GHz, 1.5 GB RAM, Mac OS X.4.9
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#2
that's strange, cause I compiled it in single-thread mode, and it works, on Mac PPC and Intel execept, from my tests, on the resolution switch.
Is there a list of non-functional items of TGE in single-thread mode on Mac ?
And where can I had a bluetooth event observer in TGE main thread ?
(in fact, this is the source of my problem : I want to hook a bluetooth observer for a wiimote; but, from Apple mailing-list, the bluetooth can only work in the main thread and not in a secondary thread or another one. So, as I don't know how to hook it in the main thread, I compiled Torque as a big mono-thread application)
07/29/2007 (9:45 am)
Hi Paul,that's strange, cause I compiled it in single-thread mode, and it works, on Mac PPC and Intel execept, from my tests, on the resolution switch.
Is there a list of non-functional items of TGE in single-thread mode on Mac ?
And where can I had a bluetooth event observer in TGE main thread ?
(in fact, this is the source of my problem : I want to hook a bluetooth observer for a wiimote; but, from Apple mailing-list, the bluetooth can only work in the main thread and not in a secondary thread or another one. So, as I don't know how to hook it in the main thread, I compiled Torque as a big mono-thread application)
#3
08/06/2007 (8:46 pm)
Nicholas -- sorry to drop off in the email conversation. I checked my Wiimote build and the project is definitely running as mutithreaded TGE.
#4
Look into macCarbMain.cpp and macCarbEvents.cpp, for examples of how to handle events in multithreaded Mac TGE.
I'm not at all happy with my code for communicating between the two threads, and so for that and other technical reasons have turned off the mulithreaded event handling in the latest version of Torque Game Builder. If you happen to have a licence to TGB, and you really need to move back to single-threaded event handling ( which may or may not make the wiimote event handling easier ), you can look at the TGB code for reference.
/Paul
08/22/2007 (1:31 pm)
In multithread Mac TGE, all events from the Mac OS are handled on one thread, and Torque itself runs on another. Look into macCarbMain.cpp and macCarbEvents.cpp, for examples of how to handle events in multithreaded Mac TGE.
I'm not at all happy with my code for communicating between the two threads, and so for that and other technical reasons have turned off the mulithreaded event handling in the latest version of Torque Game Builder. If you happen to have a licence to TGB, and you really need to move back to single-threaded event handling ( which may or may not make the wiimote event handling easier ), you can look at the TGB code for reference.
/Paul
#5
I'm back to this problem, too.
I just changed my main computer : a powerbook G4 become a MacBook Pro.
And with the same project, I observe the same behaviour : bluetooth doesn't work in multi-threaded mode, but works in mono-threaded mode.
I have to test ni multi-threaded mode with only ONE bluetooth device around the computer (the wiimote) and not four like actually here.
And Paul, I assure you that my Torque Project works in mono-threaded mode except for this screen resolution change.
08/29/2007 (10:21 am)
Hi Rob,I'm back to this problem, too.
I just changed my main computer : a powerbook G4 become a MacBook Pro.
And with the same project, I observe the same behaviour : bluetooth doesn't work in multi-threaded mode, but works in mono-threaded mode.
I have to test ni multi-threaded mode with only ONE bluetooth device around the computer (the wiimote) and not four like actually here.
And Paul, I assure you that my Torque Project works in mono-threaded mode except for this screen resolution change.
Torque Owner Paul Scott
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The single-thread mode is not currently working.