Working on Playstation Vita, using the following software:
Microsoft Visual Studio 2010 Professional SP1
Unreal Engine 3
Vita SDK 3.000.061
PhysX Source 2.8.4
I turned on quick loading (UE3 #define “USE_QUICKLOAD_CONVEX”) which causes the game engine to attempt to load convex physics assets from cooked data rather than constructing everything at runtime. Specifically, this causes FKAggregateGeom::InstanceNovodexGeom to call GNovodeXQuickLoad->createConvexMesh. In order to support this, I had to compile my own libPhysXExtensions.a for the Vita.
The problem is that in the majority of cases, ExtensionQuickLoad::createConvexMesh returns NULL. The underlying cause turned out to be that ExtensionQuickLoad::malloc is overrunning the PermAllocate pre-allocated buffer on the Vita. After a decent amount of investigation, and comparing runs of our title on Win32 and Vita, it turns out that usage of the ICE_NEW and ICE_NEW_MEM macros, compile to need 1 more DWORD on Vita when using new (the C++ new array constructor). For example:
mNodes = ICE_NEW_MEM(AABBStacklessQuantizedNoLeafNode[mNbNodes],AABBCollisionNode);
Sample Object: sizeof(AABBStacklessQuantizedNoLeafTree) is 0x14, mNbNodes is 3, so total is 0x3C
Win32 malloc call: 0x40
NGP malloc call: 0x44
mTriangles = ICE_NEW(LeafTriangles)[mNbLeaves];
Sample Object: sizeof(LeafTriangles) is 0x4, mNbLeaves is 4, so total is 0x10
Win32 malloc call: 0x14
NGP malloc call: 0x18
I was wondering if anyone has had experience running into this problem, and knows how to cook the PhysX data taking the target platform’s larger size needs into account.