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Bug #292
closed[SO3Engine]Every sample with an anim stop on an assert.
Status:
Resolved
Priority:
Immediate
Assignee:
-
Target version:
-
Start date:
11/24/2010
Due date:
11/25/2010
% Done:
100%
Estimated time:
Description
Index: SCOLPack/SCOLAnim.cpp =================================================================== --- SCOLPack/SCOLAnim.cpp (revision 1813) +++ SCOLPack/SCOLAnim.cpp (working copy) @@ -4078,8 +4078,16 @@ mTrack = NULL ; - animation->getNodeAnimTrack(&mTrack,(unsigned short)node) ; + + long index = (long)node; + + index = index & 0xffff; + + animation->getNodeAnimTrack(&mTrack,(unsigned short)index) ; + + + if(mTrack==NULL) {MMset(m,0,NIL); return 0; } int t = OBJfindTH(m, OBJtypebyname("SO3_ANIMTRACK"), (int)(mTrack)) ; Index: SO3Animation/SO3AnimTrack.cpp =================================================================== --- SO3Animation/SO3AnimTrack.cpp (revision 1813) +++ SO3Animation/SO3AnimTrack.cpp (working copy) @@ -11,7 +11,9 @@ SAnimTrack::SAnimTrack(std::string animationTrackName, SAnim* animation, SNode* node) : SData(animationTrackName) { type = SAnimTrack::SO3_NODE_TRACK; - O3NodeAnimationTrack = animation->getOgreAnimationPointer()->createNodeTrack((unsigned short)node, node->GetOgreSceneNodePointer()); + long index = (long)node; + index = index & 0xffff; + O3NodeAnimationTrack = animation->getOgreAnimationPointer()->createNodeTrack((unsigned short)index, node->GetOgreSceneNodePointer()); strAssociatedNode = node->GetName(); O3VertexAnimationTrack = 0;
But it seems not too safe.
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Updated by Anonymous about 14 years ago
- Due date set to 11/25/2010
- Status changed from New to In Progress
- Assignee set to Anonymous
- Priority changed from Normal to Immediate
- % Done changed from 80 to 50
Hey, thanks for the report, and for your patch.
But i'm currently re-designing the animations classes, so your patch can't be applied.
Anyway, meanwhile i'm correcting thoses classes, your solution is valid to avoid all those windows to appears, but the problem is more due to the original design...
Updated by Anonymous about 14 years ago
- % Done changed from 50 to 80
Node animation refactoring almost completed, need to create two new classes, SAnimKeyFrame and SNodeAnimationKeyFrame to finish this refactoring, but code is still functionable.
VertexAnimation loading to do.
Updated by Anonymous about 14 years ago
- Status changed from In Progress to Resolved
- % Done changed from 80 to 100
No more problems with anims on trunk version.
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