Ogre stuck at window initialization - iphone device

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
dowi
Halfling
Posts: 48
Joined: Wed Sep 07, 2011 3:37 am

Ogre stuck at window initialization - iphone device

Post by dowi »

hi all

i started an app using the xcode 4 template and using 1.8.

when i run my app on the simulator Ogre always initializes.
but when running on the device often Ogre get stuck at

Code: Select all

m_pRenderWnd = m_pRoot->initialise(true, wndTitle);
and the last line of the console says:
GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread 0x9a5cf0.

it doesn't crush, its just stuck.

the device has iOS 4.1.

what could the problem be?
thanks alot in advanced
rado0x54
Gnoblar
Posts: 14
Joined: Fri Jul 08, 2011 5:38 pm
x 1

Re: Ogre stuck at window initialization - iphone device

Post by rado0x54 »

Use the search function. It's definitely a boost spinlock problem. I though it would only occur on the iPad2.

http://www.ogre3d.org/forums/viewtopic.php?f=21&t=65826

Where do you get your boost libs from? What version did you build Ogre with?
dowi
Halfling
Posts: 48
Joined: Wed Sep 07, 2011 3:37 am

Re: Ogre stuck at window initialization - iphone device

Post by dowi »

hi, thanks !

i compiled again without boost and now it doesn't halt there

thanks alot