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Description
So we had two developers using the DesktopGL build of MG run into the PInvokeStackImbalance debug assist warning when testing their game in the debugger.
For one it happened on the first call to render a scene. The other developer was able to render 1000s of frames in the game's UI before getting into gameplay where suddenly PInvokeStackImbalance errors started occurring.
For both the error only occurred on GL.ClearDepth and for both disabling the PInvokeStackImbalance debug assistant feature allows the game to run seemingly like normal.
Still I see information out there that this is a real bug that needs fixing:
http://codenition.blogspot.com/2010/05/pinvokestackimbalance-in-net-40i-beg.html
But it seems curious that it didn't occur on the first calls to GL.ClearDepth for one of the developers.