Replies: 9 comments
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That's a shame. There are no tests to avoid regression in the multithreaded parts. Possibly some of the recent deformable simulation work caused it. Is there any way to reproduce this in the Example Browser? |
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Speaking of the Example Browser, all the soft body examples crash on me.
It seems kinda similar to my crash. I get manifolds for which one of the collision bodies points to garbage. |
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I think I solved this. Does Bullet support collision objects living on the stack? I was doing a quick proximity test by testing a sphere against the world, with the sphere living on the stack. What happens, I think, is that manifolds can persist between frames? So next frame, it can still be pointing to a collision object that is no longer alive? Two years ago, it happened to work, I guess. But no longer. It is probably a bug in my app for not making it a GHOST OBJECT?
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Or maybe I should do world->contactTest() on a btDiscreteDynamicsWorldMt object? |
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indeed, contact manifolds keep pointer to persistent collision shapes/objects, so you need to keep the lifetime of the collision shapes/objects longer than the manifolds. |
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I'm still having crashes, even with all object on heap. What is m_defaultManifoldResult used for? |
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I'm seeing weird values in there, but I guess that's because it is defined, but not used anywhere in the code?
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I've never used or touched any of that multithreaded code. So the only few options: do bisection on git commits to see what commit caused the regression. Or create a small repro case that we can help debugging. |
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Thanks, I'll attempt that. |
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After the bullet upgrade, I also noticed MT crashes that I did not have before.
It could be my app's miss-use of bullet, but in case it is not, here are the details...
Was MT changed in the last few years?
Doesn't happen in single threaded mode. Nor with the old bullet code base.
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