Ogre 1.9, iOS 6: Crash at createCamera()

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
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DanielSefton
Ogre Magi
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Joined: Fri Oct 26, 2007 12:36 am
Location: Mountain View, CA
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Ogre 1.9, iOS 6: Crash at createCamera()

Post by DanielSefton »

Hi,

So I'm trying out the latest 1.9 branch with GLES 2.0, but I'm getting a crash at startup which doesn't occur with 1.8. It crashes here:

Code: Select all

mSceneManager->createCamera("DefaultCamera");
The stacktrace after that is literally just:

Code: Select all

0 __pthread_kill
18 Ogre::OctreeSceneManager::createCamera(std::string const&)
I have tried it without the octree scene manager, same crash.

Here's the log:

Code: Select all

Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
ArchiveFactory for archive type EmbeddedZip registered.
DDS codec registering
FreeImage version: 3.15.3
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
PVRTC codec registering
ETC1 codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
*-*-* OGRE Initialising
*-*-* Version 1.9.0unstable (Ghadamon)
Installing plugin: OpenGL ES 2.0 RenderSystem
OpenGL ES 2.x Rendering Subsystem created.
Plugin successfully installed
CPU Identifier & Features
-------------------------
 *   CPU ID: ARMv7
 *      VFP: no
 *     NEON: yes
-------------------------
Registering ResourceManager for type Texture
GLES2RenderSystem::_createRenderWindow "DefaultRenderWindow", 640x960 fullscreen  miscParams: contentScalingFactor=2 externalViewControllerHandle=546502208 
iOS: Using an external view controller handle
iOS: Window created 320 x 480 with backing store size 640 x 960 using content scaling factor 2.0
GL_VERSION = OpenGL ES 2.0 IMGSGX535-73.16
GL_VENDOR = Imagination Technologies
GL_RENDERER = PowerVR SGX 535
GL_EXTENSIONS = GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_map_buffer_range GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_texture_filter_anisotropic GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc 
EXT:GL_OES_depth_texture
EXT:GL_OES_depth24
EXT:GL_OES_element_index_uint
EXT:GL_OES_fbo_render_mipmap
EXT:GL_OES_mapbuffer
EXT:GL_OES_packed_depth_stencil
EXT:GL_OES_rgb8_rgba8
EXT:GL_OES_standard_derivatives
EXT:GL_OES_texture_float
EXT:GL_OES_texture_half_float
EXT:GL_OES_vertex_array_object
EXT:GL_EXT_blend_minmax
EXT:GL_EXT_debug_label
EXT:GL_EXT_debug_marker
EXT:GL_EXT_discard_framebuffer
EXT:GL_EXT_map_buffer_range
EXT:GL_EXT_read_format_bgra
EXT:GL_EXT_separate_shader_objects
EXT:GL_EXT_shader_framebuffer_fetch
EXT:GL_EXT_shader_texture_lod
EXT:GL_EXT_texture_filter_anisotropic
EXT:GL_EXT_texture_storage
EXT:GL_APPLE_copy_texture_levels
EXT:GL_APPLE_framebuffer_multisample
EXT:GL_APPLE_rgb_422
EXT:GL_APPLE_sync
EXT:GL_APPLE_texture_format_BGRA8888
EXT:GL_APPLE_texture_max_level
EXT:GL_IMG_read_format
EXT:GL_IMG_texture_compression_pvrtc
**************************************
*** OpenGL ES 2.x Renderer Started ***
**************************************
GLSL ES support detected
Registering ResourceManager for type GpuProgram
GL ES 2: Using FBOs for rendering to textures
FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 Packed-D24S8 
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_A8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 Packed-D24S8 
[GLES2] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_X8R8G8B8 PF_X8B8G8R8 
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL ES 2.x Rendering Subsystem
GPU Vendor: imagination technologies
Device Name: PowerVR SGX 535
Driver Version: 0.0.0.0
 * Fixed function pipeline: no
 * Hardware generation of mipmaps: yes
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: no
 * Hardware vertex / index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 128
 * Number of integer constants for vertex programs: 128
 * Number of boolean constants for vertex programs: 128
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 64
 * Number of integer constants for fragment programs: 64
 * Number of boolean constants for fragment programs: 64
 * Geometry programs: no
 * Number of floating-point constants for geometry programs: 0
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Tesselation Hull programs: no
 * Number of floating-point constants for tesselation hull programs: 0
 * Number of integer constants for tesselation hull programs: 0
 * Number of boolean constants for tesselation hull programs: 0
 * Tesselation Domain programs: no
 * Number of floating-point constants for tesselation domain programs: 0
 * Number of integer constants for tesselation domain programs: 0
 * Number of boolean constants for tesselation domain programs: 0
 * Compute programs: no
 * Number of floating-point constants for compute programs: 0
 * Number of integer constants for compute programs: 0
 * Number of boolean constants for compute programs: 0
 * Supported Shader Profiles: glsles
 * Texture Compression: yes
   - DXT: no
   - VTC: no
   - PVRTC: yes
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: no
 * User clip planes: no
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: no
 * 1d textures: yes
 * Volume textures: no
 * Multiple Render Targets: 1
   - With different bit depths: no
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 0
 * Vertex texture fetch: no
 * Number of world matrices: 0
 * Number of texture units: 8
 * Stencil buffer depth: 0
 * Number of vertex blend matrices: 0
 * Render to Vertex Buffer : no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: no
 * GL 1.5 without HW-occlusion workaround: no
 * Vertex Array Objects: yes
 * Separate shader objects: yes
DefaultWorkQueue('Root') initialising on thread main.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'OctreeSceneManager' registered.
libc++abi.dylib: terminate called throwing an exception
(lldb) 
iOS 6, Xcode 4.5.2. I also have state caching turned on because that's what I wanted to test. Done clean, rebuild for the project and all my deps, no dice.

Any ideas?
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masterfalcon
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
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Re: Ogre 1.9, iOS 6: Crash at createCamera()

Post by masterfalcon »

My guess is that it's hitting an exception somewhere but not printing the error to the log.