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When I create a multi-threaded(4 thread) scene manager and use the particleSystem2 as Sample, waiting for 3-5 minutes will randomly encounter many problems, such as throwing multiple exceptions or encountering particles
Only one particle can be emitted at a time when the upper limit is reached, and there are actually no live particles.
Ogre.log
Callstack
Here is my screenshot:
The text was updated successfully, but these errors were encountered:
ParticleSystemManager2::_updateParallel runs in two stages:
Emit new particles
Run emitters to all particles and tickParticles()
The problem is that the particles emitted in stage 1 by thread A may be in the middle of the range processed by stage 2 in thread B; thus the state of the particle becomes corrupt as A wants to reuse an inactive particle (to activate it) while B should be skipping that particle but seens it's suddenly active (because of A).
System Information
Detailled description
When I create a multi-threaded(4 thread) scene manager and use the particleSystem2 as Sample, waiting for 3-5 minutes will randomly encounter many problems, such as throwing multiple exceptions or encountering particles
Only one particle can be emitted at a time when the upper limit is reached, and there are actually no live particles.
Ogre.log
Callstack
Here is my screenshot:
The text was updated successfully, but these errors were encountered: