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Full Version: R1863 on OSX - hosed?
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It really does sound like some sort of build issue... can you go back to your old xcode and ogg vorbis setup and try the latest SVN?
I'll give it a whirl, but it'll probly be this weekend before I have time. Consider yourself off the hook until then :twisted:
Interesting. I tried the latest svn on my system at work (imac, intel) and it works just fine. So I built the same revision on my macbook (1866) and it gives the same error.

I'm going to nuke the whole vdrift and data directory and pull it all over again. We'll see what happens then.
Ok, here's the update. It works on the iMac, and not the Macbook - I've even completely deleted everything to do with vdrift from the macbook. No dice. As far as I can tell, the only difference in the two systems is the iMac has an ATI video card, and the Macbook has the GMA graphics. Would any of the changes in the time period I'm describing have caused a problem with the GMA card?

abs1nth: what about your Mac, are you also using the GMA graphics?
ok i believe we both have had completely unrelated problems. i still do not know where mine came from but i believe yours could stem from the fact that the shaders were fixed for osx (and therefore enabled for the first time), but your macbook with integrated graphics can't cope with them. try adding
Code:
shaders = off
to the [ display ] section of VDrift.config to confirm that your problem goes away when shaders are disabled. (i do not know when that option to disable shaders was introduced, perhaps you must "svn update")[/quote]
Yep, that's it. Shaders = off will in fact fix it.
cotharyus: could you give me the result of the "card supports:" and "card does not support:" lines? It'd be nice if vdrift could automatically find out that your card doesn't support shaders very well and they should be disabled.
Card supports: drawbuf1 auxbuf0 anisotropy4 cubemapping shaders multitexturing16 texture_rectangle depth_texture shadow framebuffer_objects
Card does not support: antialiasing
although these "cards" claim to support shaders, this is really just software rendering. shaders should be disabled on GMA 900/950, and possibly GMA 3000/3100 too.

meanwhile, i found out more about my problem.
it still exists on a clean Mac OS X 10.5 install, but i didn't notice at first, because it only happens (when clicking on "practice game") if the selected_car is either C7 (reproducible 95%) or CT (reproducible 40%).
if selected_car is another one and i switch to either of these cars a crash also happens /sometimes/.

i'll get either:
Code:
EXCEPTION: vdrift/tools/osx/../../src/textures.cpp, line 489:  Error loading texture file: c (vdrift/data/c)
or
Code:
terminate called after throwing an instance of 'std::length_error'
  what():  basic_string::_S_create
@cotharyus: could you try if you experience the same problem if the C7 is selected (select C7, quit, start vdrift, click practice game...crash?)
Sorry, I tried it, but I'm not able to reproduce the error.
Ok guys, it's time to beat this bug. But how?

Code:
(gdb) run
Starting program: /Applications/vdrift.app/Contents/MacOS/vdrift
Reading symbols for shared libraries . done
Found config file /Users/laurencesanford/Library/Preferences/VDrift/controls.
Found config file /Users/laurencesanford/Library/Preferences/VDrift/VDrift.config.
Version of game: 2007-12-08
Skin name not found in config file...
Directory /Applications/data/skins/.svn/menus does not exist! Skin .svn not loaded.
Directory /Applications/data/skins/SConscript/menus does not exist! Skin SConscript not loaded.
Warning: option-47 is missing its default value. Assuming "".
Run with -verbose for troubleshooting.
Run with -nosound to disable sound.
Run with -benchmark to play a replay and output benchmark data.
1 joystick(s) found:
    0. GGE909 PC Recoil Pad
Extension not supported: GL_ARB_multisample
Card supports: drawbuf1 auxbuf0 anisotropy4 cubemapping shaders multitexturing16 texture_rectangle depth_texture shadow framebuffer_objects
Card does not support: antialiasing
Status: Using GLEW 1.4.0
Reading symbols for shared libraries + done
Reading symbols for shared libraries + done
Reading symbols for shared libraries + done
Reading symbols for shared libraries . done
Reading symbols for shared libraries + done
Reading symbols for shared libraries . done
Reading symbols for shared libraries + done
Obtained audio device:
Frequency: 44100
Format: 32784
Bits per sample: 16
Channels: 2
Silence: 0
Samples: 512
Size: 2048

Car AX2 has no gloss map for its glass; using a default contant shiny/reflective texture

Car AX2 has no gloss map; using a default contant shiny/reflective texture

Car AX2 has no gloss map; using a default contant shiny/reflective texture

Car AX2 has no gloss map; using a default contant shiny/reflective texture

Car AX2 has no gloss map for its glass; using a default contant shiny/reflective texture

Car AX2 has no gloss map; using a default contant shiny/reflective texture

Frame axis_angle conversion resulted in: nan,nan,nan,nan
Angle is: nan
EXCEPTION: Vamos_Body::Frame::axis_angle produced NaN axis angle

Program exited normally.
I think the first step is to use gdb to put in a breakpoint that will trigger right before it throws the exception, then go look at the call stack and all of the variables.
Ok, can you narrow down my search a little in terms of where I'm going to put the break point in based on my previous post?
src/vamos/body/Frame.cc line 175
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