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Demo errors-out with Segmentation fault

 
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Brix



Joined: 28 Oct 2006
Posts: 21
Location: EU, Denmark, Lyngby.

PostPosted: Wed Apr 11, 2007 12:59 am    Post subject: Demo errors-out with Segmentation fault Reply with quote

Startup log:
Code:
brix@lappy ~/yage/src $ ./yage.main
GL_ARB_multitexture support enabled.
GL_ARB_shader_objects not supported.  This is ok, but rendering will be limited to the fixed-function pipeline.
GL_ARB_vertex_buffer_object support enabled.
Yage has been initialized.
Loading material '../res/fx/smoke.xml'.
Loading image '../res/fx/smoke.png'.
Uploading image '../res/fx/smoke.png' to video memory.
Loading material '../res/fx/flare1.xml'.
Loading image '../res/fx/flare1.jpg'.
Uploading image '../res/fx/flare1.jpg' to video memory.
Starting update loop.
Loading Milkshape 3D model '../res/sky/sanctuary.ms3d'.
Loading material '../res/sky/sanctuary.xml'.
Loading image '../res/sky/sanctuary.jpg'.
Uploading image '../res/sky/sanctuary.jpg' to video memory.
Model loaded in 0.264248seconds.
Loading material '../res/fx/smoke.xml'.
Loading material '../res/fx/flare1.xml'.
Loading Milkshape 3D model '../res/scifi/fighter.ms3d'.
Loading material '../res/scifi/fighter.xml'.
Loading image '../res/scifi/fighter.jpg'.
Uploading image '../res/scifi/fighter.jpg' to video memory.
Model loaded in 0.241019seconds.
Loading sound '../res2/sound/ship_eng.ogg'.
Loading sound '../res/music/celery - pages.ogg'.
Loading material '../res/space/star.xml'.
Loading image '../res/space/star.png'.
Uploading image '../res/space/star.png' to video memory.
Loading Milkshape 3D model '../res/space/planet.ms3d'.
Loading material '../res/space/planet.xml'.
Loading image '../res/space/rocky2.jpg'.
Uploading image '../res/space/rocky2.jpg' to video memory.
Model loaded in 0.767799seconds.
Loading Milkshape 3D model '../res/space/asteroid1.ms3d'.
Loading material '../res/space/asteroid1.xml'.
Loading image '../res/space/rocky1.jpg'.
Uploading image '../res/space/rocky1.jpg' to video memory.
Model loaded in 0.69369seconds.
Starting rendering loop.
Lagersegmentfejl

Lagersegmentfejl = Segmentation fault

The top of glxinfo output:
Code:
brix@lappy ~ $ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_multisample, GLX_NV_float_buffer,
    GLX_ARB_fbconfig_float
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
    GLX_EXT_fbconfig_packed_float, GLX_EXT_texture_from_pixmap
GLX version: 1.3
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_multisample, GLX_NV_float_buffer,
    GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce Go 7400/PCI/SSE2
OpenGL version string: 2.1.0 NVIDIA 96.31
OpenGL extensions:
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float,
    GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add,
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_object,
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
    GL_EXT_stencil_clear_tag, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
    GL_EXT_texture3D, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod,
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_timer_query,
    GL_EXT_vertex_array, GL_HP_occlusion_test, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square,
    GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence,
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program,
    GL_NV_fragment_program_option, GL_NV_fragment_program2, GL_NV_half_float,
    GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,
    GL_NV_register_combiners2, GL_NV_texgen_reflection,
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum


System info:
GeForce Go 7400, nvidia binary driver.
DMD 1.010, Linux.
Builder: Rebuild.
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JoeCoder



Joined: 29 Oct 2005
Posts: 294

PostPosted: Wed Apr 11, 2007 10:51 am    Post subject: Reply with quote

First, "GL_ARB_shader_objects not supported. This is ok, but rendering will be limited to the fixed-function pipeline." comes up simply because I have shaders disabled on linux, due to driver issues for certain cards. I have plans for a better solution but haven't had time for it.

I'm not sure about the segment fault, and I haven't tried Yage on Linux with nvidia drivers. Unfortunately, it may also be a while before I get the chance. If you can use a debugger to do a backtrace I might be able to help you more.
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Brix



Joined: 28 Oct 2006
Posts: 21
Location: EU, Denmark, Lyngby.

PostPosted: Wed Apr 11, 2007 12:57 pm    Post subject: Reply with quote

JoeCoder wrote:
First, "GL_ARB_shader_objects not supported. This is ok, but rendering will be limited to the fixed-function pipeline." comes up simply because I have shaders disabled on linux, due to driver issues for certain cards. I have plans for a better solution but haven't had time for it.

Ah okay, I wondered about that. Cool

JoeCoder wrote:
I'm not sure about the segment fault, and I haven't tried Yage on Linux with nvidia drivers. Unfortunately, it may also be a while before I get the chance. If you can use a debugger to do a backtrace I might be able to help you more.

It seems your program launches a new thread before it crashes, which makes gdb leave the terminal, and I'm then stuck with a window which captures the mouse and almost all keyboard functionality. Ending with me finally killing X to restore the system. Confused

So I guess thats a no.
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JoeCoder



Joined: 29 Oct 2005
Posts: 294

PostPosted: Sat Apr 14, 2007 11:48 am    Post subject: Reply with quote

Each scene (parent of a scenegraph) has its own thread for updating positions, velocities, etc. of each of its elements, the renderer and all opengl calls are in the main thread, and OpenAL has a few thread of its own. However, there shouldn't be any new threads created after "Starting rendering loop." where your segment fault occurs. If you want, you can try putting some writefln's in the source to see if you can pinpoint where it occurs, but that may still be complicated by multithreading.
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