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Re: gl debugging help requested



Tom "spot" Callaway wrote:
I'm trying to clean up vamos (a GL realistic automotive simulator), but
while I can get it to build on my rawhide box, it segfaults upon
execution.

When I run it through gdb, it says it is segfaulting on:

0x00002aaaac0d2c0b in glGenTextures () from /usr/lib64/libGL.so.1
(gdb) bt
#0  0x00002aaaac0d2c0b in glGenTextures () from /usr/lib64/libGL.so.1
#1  0x00002aaaab5818d2 in Vamos_Media::Texture_Image::initialize
(this=0x7fff31cc9e30, smooth=false, mip_map=false, texture_wrap=10497) at Texture_Image.cc:94
#2  0x00002aaaab581c34 in Texture_Image (this=0x7fff31cc9e30,
file_name=<value optimized out>, smooth=false, mip_map=false, width=1, height=1, texture_wrap=10497) at Texture_Image.cc:74
#3  0x0000000000404bb7 in main (argc=1, argv=0x7fff31cca318) at
vamos.cc:214
#4  0x00002aaaad397aa4 in __libc_start_main () from /lib64/libc.so.6
#5  0x00000000004023c9 in _start ()

I don't know the first thing about writing GL apps, nor has googling
imparted me with any useful tidbits.

The latest SRPM is here:
http://www.auroralinux.org/people/spot/review/vamos-0.5.7-1.fc8.src.rpm

Any and all patches or advice is welcomed.

Thanks in advance,

~spot


I've seen many glGenTextures crashes in games I've packaged, esp. on 64 bit. Usually the problem is that glGenTextures gets called before a glContext has been created. All proprietary GL implementations are fine with this, but Mesa will crash, esp on 64 bit (but I've seen this on 32 bit too).

Let me know if you need more help.

Regards,

Hans



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