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better debug output in segfaults and stack overflows in windows

This commit is contained in:
Perttu Ahola 2010-12-27 14:34:17 +02:00
parent 847a4227b8
commit fa64103aa8
9 changed files with 138 additions and 90 deletions

View file

@ -275,6 +275,10 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
*/
TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir)
{
// DEBUG
u16 *ptr = NULL;
*ptr = 7357;
TileSpec spec;
/*//DEBUG
@ -688,6 +692,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
collector.fillMesh(mesh_new);
// Use VBO for mesh (this just would set this for ever buffer)
// This will lead to infinite memory usage because or irrlicht.
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "