I'm getting a segfault using OpenGL, inside the driver :
#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?