Opened 10 years ago
Last modified 9 years ago
#2350 closed defect
Glsl segmentation fault on Azure Coast maps — at Initial Version
Reported by: | sanderd17 | Owned by: | |
---|---|---|---|
Priority: | Should Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
When I open Azure Coast with glsl enabled, I get a segmentation fault, with the following gdb backtrace:
Program received signal SIGSEGV, Segmentation fault. 0xb74236da in __memcpy_ssse3_rep () from /usr/lib/libc.so.6 (gdb) bt #0 0xb74236da in __memcpy_ssse3_rep () from /usr/lib/libc.so.6 #1 0xa6f00bac in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #2 0xa6f24bb9 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #3 0xa6f2582d in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #4 0xa6f73555 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #5 0xa6f240d2 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so #6 0xa6c3ce79 in ?? () from /usr/lib/libdricore9.2.3.so.1 #7 0xa6c3dff1 in ?? () from /usr/lib/libdricore9.2.3.so.1 #8 0xa6c3e3f4 in ?? () from /usr/lib/libdricore9.2.3.so.1 #9 0xa6c3e4ef in ?? () from /usr/lib/libdricore9.2.3.so.1 #10 0x082fe227 in InstancingModelRenderer::RenderModel (this=0x8c6e978, shader=..., model=0xc7b1170) at ../../../source/renderer/InstancingModelRenderer.cpp:383 #11 0x082f4dd1 in ShaderModelRenderer::Render (this=0x8c6c7d0, modifier=..., context=..., flags=32) at ../../../source/renderer/ModelRenderer.cpp:752 #12 0x082cc6be in CRendererInternals::CallTranspModelRenderers (this=0x864d000, context=..., flags=flags@entry=32) at ../../../source/renderer/Renderer.cpp:394 #13 0x082c3fbc in CRenderer::RenderTransparentModels (this=this@entry=0x8b3e680, context=..., transparentMode=transparentMode@entry=TRANSPARENT_OPAQUE, frustum=frustum@entry=0x8b3e764) at ../../../source/renderer/Renderer.cpp:1060 #14 0x082c533d in CRenderer::RenderReflections (this=this@entry=0x8b3e680, context=..., scissor=...) at ../../../source/renderer/Renderer.cpp:1190 #15 0x082c80a2 in CRenderer::RenderSubmissions (this=this@entry=0x8b3e680) at ../../../source/renderer/Renderer.cpp:1488 #16 0x082c867d in CRenderer::RenderScene (this=0x8b3e680, scene=...) at ../../../source/renderer/Renderer.cpp:1785 #17 0x08255f0a in CGameView::Render (this=0x96a0708) at ../../../source/graphics/GameView.cpp:498 #18 0x081fc7c3 in Render () at ../../../source/ps/GameSetup/GameSetup.cpp:216 #19 0x081ad329 in CGame::ReallyStartGame (this=0x91aa5f8) at ../../../source/ps/Game.cpp:231 #20 0x08066397 in ProgressiveLoad () at ../../../source/main.cpp:218 #21 Frame () at ../../../source/main.cpp:311 #22 RunGameOrAtlas (argc=argc@entry=1, argv=argv@entry=0xbffff9b4) at ../../../source/main.cpp:472 #23 0x080588d4 in main (argc=1, argv=0xbffff9b4) at ../../../source/main.cpp:514
This doesn't happen on other maps as far as I've seen. But the Azure Coast is one of the biggest maps available.
Playing without glsl enabled will become irritation, as the texture used to visualise the temple aura is only visible with glsl. (just as the waterfalls, but that doesn't matter a lot).
Note:
See TracTickets
for help on using tickets.