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turso3d's Issues

Occasional flashing of lights and shadows

On a multicore machine, lights may occasionally flash off or render without shadows for one frame in the first scene preset, indicating a threading issue in view preparation.

Error in an operator overload

Hi, I found an error in WeakArrayPtr.
The compiler says: subscripted value is not an array, pointer, or vector.

I haven't found any use case of this operator overload in the entire project.This leads to no instantiation of this function, so you didn't find this error.

T& operator [] (size_t index)
{
T* rawPtr = Get();
assert(rawPtr);
return (*rawPtr)[index];
}
/// Const-index the array.
const T& operator [] (size_t index) const
{
T* rawPtr = Get();
assert(rawPtr);
return (*rawPtr)[index];
}

This should be:

return rawPtr[index];

If I misunderstood your meaning, please forgive me :)

Support Vulkan

Since your message on the Urho3d thread, how are your plans of supporting Vulkan in turso3d?

About execution context.

Hi, I noticed that you dropped the execution context class in urho3d. Can you tell me why? I'm interested in this.

Workqueue stuck on loop

The workqueue gets stuck in it's loop waiting for pending tasks to finish.
Adding the dependency causes the pending tasks to increment, but because the rootLevelOctants is empty there's no work task to decrement it.

workQueue->AddDependency(processShadowCastersTask, processLightsTask);
workQueue->AddDependency(processShadowCastersTask, batchesReadyTask);
// Find octants in view and their plane masks for node frustum culling. At the same time, find lights and process them
// When octant collection tasks complete, they queue tasks for collecting batches from those octants.
for (size_t i = 0; i < rootLevelOctants.size(); ++i)
{
collectOctantsTasks[i]->startOctant = rootLevelOctants[i];
workQueue->AddDependency(processLightsTask, collectOctantsTasks[i]);
}
workQueue->QueueTasks(rootLevelOctants.size(), reinterpret_cast<Task**>(&collectOctantsTasks[0]));

How to reproduce:
Using the supplied Turso3DTest, just put a return statement on scene creation preset 0.

As a workaround the dependency is only set if the rootLevelOctants is not empty, but I'm not sure if that's correct approach.

Hello

I'm glad you're back to creating the new masterpiece. I added a link to Turso3D on Urho3D main page and archive repo. I wish you good luck with this project and hope that this project will not repeat the mistakes of Urho3D.

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