Spellcaster Studios

Make it happen…

Day 3: I don’t think it’s going to survive…

That might be a bit of an exaggeration, but I’m having real problems identifying the source of this problem… I think it has been present for a long time, but wasn’t visible, since I went back almost 100 revisions in the source code, and I can trigger it…

So, this is what I know so far:

  • Can only trigger it in OpenGL
  • It has been present for a long time
  • It’s compile dependent: Sometimes I compile the game and it doesn’t happen, but if I do a full rebuild, it always happens (I think that’s why the GameDevCamp build worked fine over there, pure luck)
  • If I comment the particle system code that generates the vertex buffers, it doesn’t seem to happen

My main suspect was the VAO usage, but I commented that whole code (so that I create and destroy the VAO every single draw call) and it still happens… The current suspect is the particle system, but this has been in since the very beginning (there weren’t many changes there), and I’m looking at the code and I don’t see anything wrong with it…

If I had my Linux box available, I could probably use Valgrind to figure out the problem (although I haven’t touched that in ages now!), but as I only have the Windows machine and all the recommended applications don’t give me any information I can act upon, I’ll have to make due…

Now listening to “Iron Maiden” by “Iron Maiden”

Comment