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Old 08-31-04, 09:38 PM   #1
ggambett
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Join Date: Aug 2004
Posts: 20
Default Segfault inside driver, GF4MX 61.11

I'm getting a segfault using OpenGL, inside the driver :
Code:
#0  0x4049942f in memcpy () from /lib/libc.so.6
#1  0x40be17fc in _nv001155gl () from /usr/local/lib/libGLcore.so.1
#2  0x40a1dd34 in _nv000028gl () from /usr/local/lib/libGL.so.1
#3  0x830c408b in ?? ()
Cannot access memory at address 0x424448b
This is with drivers 61.11 just installed. Was doing almost the same with 44.96.

The app is a game I'm developing so I can offer some additional info. There is a terrain which uses ROAM, so the triangle count is variable and view-dependent, as is the segfault (it doesn't happen always, it depends on where the camera is). Besides, this started happening when I added a specific model to the scene. Removing the model stops the segfault. Keeping the model and removing the terrain stops the segfault. Keeping the terrain and using a model with similar index counts stops the segfault.

As far as I could see, when the segfault happened, the terrain engine was using 4097 vertexes in a vertex buffer (and about 21K indices in an index buffer - and yes, I have more than 4097 vertexes allocated). Not every time I used 4097 vertexes it crashed though. Is there any low limit in the size of the vertex or index buffers that I may be hitting?
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