Yes yes I understood, and I inserted the line you given me, so I now got no more crashes from shell :-)
But I don't understand why my demo use so much stack... :-( I tryed with 500.000 and it still crashes... PowerPC applications need a lot of stack since WarpOs, that's boring.
BTW: I switched the demo to triple buffering instead of mono buffering+blit. So you'll be happy, now, once 60 fps are reached, the CPU usage drop :-)
But I have to run my switchbuffer from another task. From main task, the problem is framerate is multiple of VBL/n. If 60 fps can't be reached, then it drops to 30... then 20... then 15, etc... That's tonight work :-)
BTW once again, I got a small problem with my AllocScreenBuffer().
You said it yourself in your mag, the first buffer allocated is flaged with SB_SCREEN_BITMAP, so the screen original buffer is used as first work buffer:
scr=OpenScreen(blablabla);
buffer[0]=AllocScreenBuffer(scr, NULL, SB_SCREEN_BITMAP);
buffer[1]=AllocScreenBuffer(scr, NULL, 0);
buffer[2]=AllocScreenBuffer(scr, NULL, 0);
This worked perfectly for me with Os3.9, allowing me an excellent double or triple buffering.
With Os4, I got Warp3D freeze on exit. I have to remove this flag and use:
scr=OpenScreen(blablabla);
buffer[0]=AllocScreenBuffer(scr, NULL, 0);
buffer[1]=AllocScreenBuffer(scr, NULL, 0);
buffer[2]=AllocScreenBuffer(scr, NULL, 0);
With this, it works perfectly. Of course that's not a real problem, but this consume 4 bitmaps instead of 3, since original screen bitmap is not used...
Actually, we have 64 or 128 MB vram, so that's not a big problem, but I don't like it :-(
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