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Hello, when I create aggregate and insert it to scene and then connect PVD, my application crashes once I want remove actor in aggregate with following callstack:
PhysXFoundation_64.dll!`anonymous namespace'::DefaultAssertHandler::operator()(const char * expr, const char * file, int line, bool & ignore) Line 65 C++
PhysX_64.dll!physx::Vd::ChangeOjectRefCmd::canRun(physx::pvdsdk::PvdInstanceDataStream & inStream) Line 1456 C++
PhysX_64.dll!physx::Vd::changeAggregateSubActors(physx::pvdsdk::PvdDataStream & inStream, const physx::PxAggregate & inObj, const physx::PxActor & inActor, bool pushBack) Line 1497 C++
PhysX_64.dll!physx::Vd::PvdMetaDataBinding::detachAggregateActor(physx::pvdsdk::PvdDataStream & inStream, const physx::PxAggregate & inObj, const physx::PxActor & inActor) Line 1505 C++
PhysX_64.dll!physx::Vd::ScbScenePvdClient::detachAggregateActor(const physx::Scb::Aggregate * aggregate, physx::Scb::Actor * actor) Line 785 C++
PhysX_64.dll!physx::Scb::`anonymous namespace'::PvdDetachActorFromAggregate(physx::Scb::Aggregate * pAggregate, physx::Scb::Actor * pScbActor) Line 156 C++
> PhysX_64.dll!physx::Scb::Aggregate::removeActor(physx::Scb::Actor & actor, bool reinsert) Line 137 C++
PhysX_64.dll!physx::NpAggregate::removeAndReinsert(physx::PxActor & actor, bool reinsert) Line 78 C++
PhysX_64.dll!physx::NpAggregate::removeActorAndReinsert(physx::PxActor & actor, bool reinsert) Line 201 C++
PhysX_64.dll!physx::NpActor::release(physx::PxActor & owner) Line 181 C++
PhysX_64.dll!physx::NpActorTemplate<physx::PxRigidDynamic>::release() Line 80 C++
PhysX_64.dll!physx::NpRigidActorTemplate<physx::PxRigidDynamic>::release() Line 207 C++
PhysX_64.dll!physx::releaseActorT<physx::PxRigidDynamic,physx::Scb::Body>(physx::NpRigidActorTemplate<physx::PxRigidDynamic> * actor, physx::Scb::Body & scbActor) Line 58 C++
PhysX_64.dll!physx::NpRigidDynamic::release() Line 75 C++
In PVD I can also see, that Aggregate section is empty.
This does not happen, when I create aggregate after PVD connection init.
I have noticed that there is commented out following check about instance validity, which would probably solve my crash
I have found that ScbScenePvdClient::sendEntireScene is missing section that sends aggregates
Adding following code there seems to resolved my problem:
Hello, when I create aggregate and insert it to scene and then connect PVD, my application crashes once I want remove actor in aggregate with following callstack:
In PVD I can also see, that Aggregate section is empty.
This does not happen, when I create aggregate after PVD connection init.
I have noticed that there is commented out following check about instance validity, which would probably solve my crash
But I am afraid there is some bigger issue which causes Aggregate not being inserted. Any hints how to solve it?
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