[2.1] crash in window initialization

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Boost113
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[2.1] crash in window initialization

Post by Boost113 » Tue Jan 01, 2019 11:09 pm

Ogre Version: 2.1 (22005:fa50ede7200b)
Operating System: Windows 8
Render System: OpenGL 3+

I have a player who can't launch the game I'm working on.
This is the callstack I got from their crash report:

Code: Select all

Crash reason:  EXCEPTION_ACCESS_VIOLATION_WRITE
Crash address: 0xe5b7f000
Process uptime: 7 seconds

Thread 0 (crashed)
 0  OgreMain.dll!Ogre::v1::Rectangle2D::initRectangle2D() [ogrerectangle2d.cpp : 89 + 0x7]
    rax = 0x00000000e5b7f000   rdx = 0x0000007ae5420088
    rcx = 0x13ae64b04a9e0000   rbx = 0x0000007ae57cdf90
    rsi = 0x000007fb2886d890   rdi = 0x0000007ae32e1e50
    rbp = 0x0000007ae57d4970   rsp = 0x0000007ade7bea90
     r8 = 0x0000000000000002    r9 = 0x0000000000000016
    r10 = 0x000000000000000f   r11 = 0x0000000000000008
    r12 = 0x0000000000000000   r13 = 0x0000007ade9d95f0
    r14 = 0x0000007ae56d3000   r15 = 0x0000007ae56d2be0
    rip = 0x000007fb2610c661
    Found by: given as instruction pointer in context
 1  OgreMain.dll!Ogre::v1::Rectangle2D::Rectangle2D(bool,unsigned int,Ogre::ObjectMemoryManager *,Ogre::SceneManager *) [ogrerectangle2d.cpp : 49 + 0x8]
 2  OgreMain.dll!Ogre::CompositorManager2::CompositorManager2(Ogre::RenderSystem *) [ogrecompositormanager2.cpp : 87 + 0x2c]
 3  OgreMain.dll!Ogre::Root::oneTimePostWindowInit() [ogreroot.cpp : 1548 + 0x20]
 4  OgreMain.dll!Ogre::Root::createRenderWindow(std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,unsigned int,unsigned int,bool,std::map<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,Ogre::STLAllocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,Ogre::CategorisedAllocPolicy<0> > > const *) [ogreroot.cpp : 1358 + 0x8]
 5  Engine.dll!Leviathan::Window::Window(Leviathan::Graphics *,Leviathan::AppDef *) [window.cpp : 149 + 0x2e] This is my code
Looking at that file that is mentioned in the crash report it probably is that the vertex buffer can't be locked for writing

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float *pVerts = static_cast<float*>( vbuf->lock(HardwareBuffer::HBL_DISCARD) );
They said they have Intel HD 4000 graphics. There have been also a few other users who have had also issues with Ogre not starting (but they have been in a slightly different place considering the Ogre log.
https://hastebin.com/mewuqoyaju.http

Should Ogre work with?

Code: Select all

15:23:42: GL_VERSION = 3.3.0.0
15:23:42: GL_VENDOR = Intel
15:23:42: GL_RENDERER = Intel(R) HD Graphics 4000
Or do we need to explicitly state on our games' download page that that is too old?
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dark_sylinc
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Re: [2.1] crash in window initialization

Post by dark_sylinc » Wed Jan 02, 2019 2:20 am

Hi!
Boost113 wrote:
Tue Jan 01, 2019 11:09 pm
They said they have Intel HD 4000 graphics. There have been also a few other users who have had also issues with Ogre not starting (but they have been in a slightly different place considering the Ogre log.
https://hastebin.com/mewuqoyaju.http
That link appears to be broken.
Boost113 wrote:
Tue Jan 01, 2019 11:09 pm
Should Ogre work with?

Code: Select all

15:23:42: GL_VERSION = 3.3.0.0
15:23:42: GL_VENDOR = Intel
15:23:42: GL_RENDERER = Intel(R) HD Graphics 4000
Or do we need to explicitly state on our games' download page that that is too old?
Often, a driver update is all that's needed. Chances are this user is not running on latest drivers.
Nonetheless, as stated in our HW&SW Requirements page, when it comes to the specific case of the Intel HD 4000 GPU, the D3D11 RenderSystem is highly recommended over the GL3+ one, as GL3 gives us troubles with that card.
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Boost113
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Re: [2.1] crash in window initialization

Post by Boost113 » Thu Jan 03, 2019 7:03 pm

The user replied that they have the latest drivers according to Intel driver & support assistant. So I guess (as we probably won't be able to maintain directx rendering for our game) that players with such old Intel integrated GPUs can't play our game.
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