Spellcaster Studios

Make it happen…

Crash analysis

Well, the crash I thought was gone wasn’t that gone…

Took me a bit to track it down, but finally I got it down…

At first, it seemed to be a memory corruption somewhere, but it only manifested itself on the Mac build. Activating memory guard and other helper debugging tools didn’t show any memory corruption, but the problem persisted…

Tons of logging later, I finally tracked it down to a glBindVertexArray(0) call, which seemed very odd, so I thought that maybe the pointer to glBindVertexArray was getting corrupted, but the logging didn’t support that…

As usual, it ended up being something simple… I was just calling glBindVertexArray from the wrong thread, instead of the OpenGL thread… And it only happened on Mac because apparently the driver is a bit more picky (under Linux and Windows, I can apparently do that, even if it is incorrect)…

So now, no more crashes and I can start finishing the polish of the Mac version so that I can send it over to the UI artist…

On other news, I’ve been working on getting a new job, got some nice leads (including a couple of ones in game development), but nothing concrete so far… So, if someone has a job for me, just let me know! Smile

Now listening to “Swallow” by “Heavenwood”

Link of the Day: Fractals are soooo pretty: https://vimeo.com/136642732

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