Comments (3)
Bug of window signal connection is because there is no glfw window in Windows
instance.
Windows
class use AddWindow()
to create glfw window, this function should be called externally form Windows
class, but the situation is that Editor project don't have the call. So when code run into signal connection, it get an empty pointer and call OnKey()
at empty pointer.
To solve it, I hack AddWindow()
in Windows
class ctor at first. It may disobey the author's design.
After this hack, I continue geting bug of pointer of renderpass is empty. It should be created in RenderStage::Rebuild()
, but the function never be called till renderpass is used. After debug, I realize that reanderpass is created in ResetRenderStages()
, but my swapchains
's size = 0, so in ResetRenderStages()
it doesn't call RenderStage::Rebuild()
. Finally I found surface creation is connected to onAddWindow
singal, but the connection happen in Graphics
class ctor, and I call AddWindow()
before the connection, so the onAddWindow
invoke nothing.
It means the calling time of AddWindow()
should be considered carefully. The calling time should be behind of Windows
module creation, behind of modules that connect to onAddWindow
, ahead of modules that need glfw window.
So I make the hack in GetWindow()
Sources\Devices\Windows.cpp
Window *Windows::GetWindow(WindowId id) {
// hack
if (windows.size() == 0 && id == 0)
AddWindow();
if (id >= windows.size())
return nullptr;
return windows.at(id).get();
}
Then editor project should run.
from acid.
我也遇到一样的问题
from acid.
from acid.
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from acid.