We sorted out the shading problem with the map track. Before hand the shadows that were being exported with the map were large polygonal shadows and had large lines going in one direction. At the export stage from 3DS Max, the wrong type of shadows to be exported with the model were selected. But now that they had been changed to the new smooth shadows, Gamebryo automatically creates new shaders to render the map properly but this then causes memory leaks and makes the game crash when closing due to the shades being deleted after the renderer has ben deleted; which it needs to complete the deletion of the shaders. At the moment this is not important to get an Alpha game ready for Friday in week 9 and can be sorted out after that point.
Before getting the new map in I also had to get rid of 1128 memory leaks. The debugger says that its to do with strings but it tuned out to b with every mesh that is created using the game base object. For som reason Gamebryo does not like you just deleting them so you have to just set them to NULL. This is due to the mesh having more than one pointer pointing to it so by setting it to null it can be deleted when the program closes.
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