Segfault with ogre 1.9 and intel graphics Topic is solved

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tritonas00
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Segfault with ogre 1.9 and intel graphics

Post by tritonas00 » Sun Apr 08, 2018 2:42 pm

Hi!

I run a game (rigsofrods) with ogre 1.9 under linux (Arch) with onboard intel graphics (i915 module) and it segfaults when trying to load some vehicles. The segfault happens when it loads some .dds. The crash can be fixed by:

1. Removing that .dds (makes the vehicle not showing correctly)
2. Disable 3d acceleration (makes the game unplayable)

When i run the game with ogre 1.8.1 everything works ok with no crashes at all!

So i'm trying to find where is the problem. From the backtraces the problem seems to be with memory allocating. I tried building ogre 1.9 with standard memory allocator and nedmalloc but the crash remains.

Code: Select all

==23659== Process terminating with default action of signal 11 (SIGSEGV): dumping core
==23659==  General Protection Fault
==23659==    at 0x5295710: tmalloc_large (malloc.c.h:4239)
==23659==    by 0x5295710: mspace_malloc (malloc.c.h:5124)
==23659==    by 0x5298859: nedalloc::nedpmalloc(nedalloc::nedpool_t*, unsigned long) (nedmalloc.c:785)
==23659==    by 0x102029C3: allocateBytes (OgreMemoryNedPooling.h:73)
==23659==    by 0x102029C3: operator new (OgreMemoryAllocatedObject.h:75)
==23659==    by 0x102029C3: Ogre::GLTexture::_createSurfaceList() (OgreGLTexture.cpp:409)
==23659==    by 0x10203554: Ogre::GLTexture::createInternalResourcesImpl() (OgreGLTexture.cpp:261)
==23659==    by 0x541479C: Ogre::Texture::createInternalResources() (OgreTexture.cpp:343)
==23659==    by 0x54152E9: Ogre::Texture::_loadImages(std::vector<Ogre::Image const*, Ogre::STLAllocator<Ogre::Image const*, Ogre::CategorisedAllocPolicy<(Ogre::MemoryCategory)0> > > const&) (OgreTexture.cpp:227)
==23659==    by 0x10202777: Ogre::GLTexture::loadImpl() (OgreGLTexture.cpp:370)
==23659==    by 0x5336115: Ogre::Resource::load(bool) (OgreResource.cpp:237)
==23659==    by 0x541A8EE: Ogre::TextureUnitState::ensureLoaded(unsigned long) const (OgreTextureUnitState.cpp:1209)
==23659==    by 0x541AC9F: Ogre::TextureUnitState::_load() (OgreTextureUnitState.cpp:1093)
==23659==    by 0x52E18BB: Ogre::Pass::_load() (OgrePass.cpp:1335)
==23659==    by 0x540FA9B: Ogre::Technique::_load() (OgreTechnique.cpp:662)
Here are extensive gdb and valgrind backtraces:

https://www.dropbox.com/s/ssz988zdbmcdr ... b.txt?dl=1
https://www.dropbox.com/s/8skj78xzf63bl ... b.txt?dl=1
https://www.dropbox.com/s/146vvtdy6lz4t ... grind?dl=1

Any help is appreciated and sorry for bad English!
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tritonas00
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Posts: 4
Joined: Sun Apr 08, 2018 2:21 pm

Re: Segfault with ogre 1.9 and intel graphics

Post by tritonas00 » Sun Aug 19, 2018 3:02 am

Update. It seems some flag from arch's makepkg.conf may caused the crash. Compiling with hand fixed the segfault!

But the some vehicles dont load correctly. Some textures missing. Ogre 1.8 loads them fine.

Image
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paroj
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Re: Segfault with ogre 1.9 and intel graphics

Post by paroj » Sun Aug 19, 2018 11:59 pm

please note that the 1.9 branch reached end of life. This means that even if you can trace down this issue, we will neither update the branch nor schedule another 1.9.x release.
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tritonas00
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Re: Segfault with ogre 1.9 and intel graphics

Post by tritonas00 » Mon Aug 20, 2018 12:06 am

I hope 1.11+ fixes the issue
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tritonas00
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Re: Segfault with ogre 1.9 and intel graphics

Post by tritonas00 » Mon Aug 20, 2018 1:32 am

Yes ogre 1.11.2 fixes the issue

Image

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