Edit: Ahahaha. It seems
a thread was posted just before on the same issue; that I missed. Why is the old extlibs being redistributed though? This seems like it should have been fixed almost instantly.
I assume this is a different issue than
the other access violation thread currently running. Even though it's the same error I think it's a different scenario.
I've never built SFML.Net from source before so I don't know if it's my changes or the way I compiled/referenced the libraries in my project that caused the issue.
I was working with a (very small, very barebones; only one sprite drawn) test project that used SFML.Net 2.1. I wanted to add a ton of useful methods to the various Vector classes because they're absolutely garbage (I know you don't want to add anything that's not in SFML but c'mon, they're nearly unusable for anything in their current state) so I grabbed the source from the github. I noticed things were switched around a bit since 2.1 (such as Vector being in the new SFML.System namespace), but I didn't notice any major differences.
I add my new bunch of methods to the Vector2f class (only this one at first, I wanted to check if it was working) and
only touched that class, and then I went to build. I had to get Tao, and I referenced only Tao.FreeGlut,Tao.OpenGl.dll, and Tao.OpenGl.Glu.dll which were the only three references in the project that visual studio shown existed (well, it showed they existed previously and couldn't be found).
Everything compiled fine, so I renamed my old SFML library folder and put the new one in it's place (this could be the cause in some way but I haven't worked out anything wrong here; mentioned it just in case though), then i went to my C# project I was working on and removed the SFML.Net references and added in the new DLL's (definitely sure I added the new ones), and deleted the extlibs and re-added all the new ones from the github (once again, sure I added the new ones).
Finally; time for the actual error! I cut down my entire code to this:
static void Main
(){ // Create the main window RenderWindow window
= CreateWindow
("Test",
1280,
720); Color clearColor
= new Color
(130,
140,
150); Texture testTexture
= new Texture
("Resources/image.png"); Sprite testSprite
= new Sprite
(testTexture
); // Start the game loop while (window
.IsOpen) { // Process events window
.DispatchEvents(); //Draw game window
.Clear(clearColor
); window
.Draw(testSprite
); // Update the window window
.Display(); }} The line that causes the exception is "window.Draw(testSprite);"
The exception info is:
System.AccessViolationException was unhandled
HResult=-2147467261
Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Source=sfmlnet-graphics-2
StackTrace:
at SFML.Graphics.Sprite.sfRenderWindow_drawSprite(IntPtr CPointer, IntPtr Sprite, MarshalData& states)
at SFML.Graphics.Sprite.Draw(RenderTarget target, RenderStates states) in d:\Libraries\SFML.Net-2.1\src\Graphics\Sprite.cs:line 171
at SFML.Graphics.RenderWindow.Draw(Drawable drawable, RenderStates states) in d:\Libraries\SFML.Net-2.1\src\Graphics\RenderWindow.cs:line 472
at SFML.Graphics.RenderWindow.Draw(Drawable drawable) in d:\Libraries\SFML.Net-2.1\src\Graphics\RenderWindow.cs:line 460
at LidgrenNetworkTest.Application.Main() in D:\Projects\LidgrenNetworkTest\LidgrenNetworkTest\Source\Application.cs:line 46
at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
InnerException:
And a maybe-clearer image of the exception:
What's going wrong here? I assume something to do with the C++ texture not being initialised and I have no idea why. If I comment out the sprite draw line the window displays fine with a cleared color. Have I just done something really dumb without noticing? Thanks in advance.