Darkwind Media Blog

Repository of thoughts and code from the Darkwind team

The bug hunt

Ogre is nearing its next major release, 1.6 (Shoggoth). Unfortunately, there are still a few bugs that plague it, and I’m sure they are related to the new script compilers. I thought I had ironed them all out but there always seems to be one more. This time around they are strange visual anomalies in the DynTex and Shadows demos.

Thus far I am completely stumped. It doesn’t help that much of my debugging time is spent waiting for Ogre to rebuild between switching the old and new compilers on and off with a preprocessor definition. And believe me, Ogre takes a long time to build.

At this point, I’ve resorted to comparing the states of the compiled materials with and without the new compilers (I’d previously attempted to step through the material compilation process in the new compilers to spot the error, but no luck). Here’s a tip that may or not pay off: you can copy and paste the state of data in Visual Studio’s watch to a text editor. Hopefully I’ll be able to run a diff on the two text files and something will pop out at me. These bugs are proving to be horribly sneaky.

Luckily enough things are going much better on all of my other projects. I’ve been here before with those, but this is definitely the first time I’ve run into this tough of a roadblock with Ogre.

No comments

No comments yet. Be the first.

Leave a reply

You must be logged in to post a comment.

Mexico