I am busy with this code I am porting and when I tried to make a render function the game crashes. It comes down to the sceGuSwapBuffers function. When it is in the code it crashes the second time it hits it, or well not crashes the screen just stays black, no debugtext is shown afterwards, but it does not return to the xmb or anything. If I remove the sceGuSwapBuffers from code, this scene just keeps on updating and the game continues (although nothing is shown on screen except the debugging output that lets me know we are actually continueing)
now my question is what can be a cause for the sceGuSwapBuffers failing? the render function itself is just an empty on:
Code: Select all
// Start our rendering
sceGuStart(GU_DIRECT,list);
// Clear screen
sceGuClearColor(0xff000000);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
DebugOutputWait("RENDER: PSP clear screen code\n");
// Set the ambient light (everything should be lit)
sceGuAmbient(0xffffffff);
DebugOutputWait("RENDER: start\n");
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
//sceGuSwapBuffers();
DebugOutputWait("RENDER: End\n");
Any ideas or known issues?
other maybe important data:
- 3.xx firmware game
- happens second time it enters the render function, first times it does not fail
- 100% occurance
- no crash, just a eternal hang afai can see