Open GoogleCodeExporter opened 9 years ago
Could you attach a test case ?
Thanks.
Original comment by ricardoq...@gmail.com
on 14 Jul 2011 at 11:40
Attached ImageKitTest project.
The reference to cocos2d folder, you should set up yourself. it points at a
location on my HD that i did not zipped.
1. You can set the "setDisplayFPS" to YES in the AppController to see the
"glDrawElements()" bug
2. you can change the Tab in the NIB file to show Tab 1 and see the corrupted
graphics on the Label
Kindest Regards,
Johnny
Original comment by joh...@ungerchristensen.dk
on 15 Jul 2011 at 6:56
Attachments:
[deleted comment]
thanks. I could reproduce it. I guess ImageKit is also using a GL context, but
I don't know why the cocos2d GL context is "broken"...
Original comment by ricardoq...@gmail.com
on 16 Jul 2011 at 1:58
I see this exact same behavior (corrupted textures and/or bad access crash),
but I am not using Image Kit. I don't think the problem is directly tied to IK.
These errors occur rather often (1 out of 10 runs), so I would think it should
be easy for others to reproduce in Mac environments. Is that not the case?
Original comment by glenn...@gmail.com
on 28 Jul 2011 at 8:51
@glenn: Could you attach an example that reproduces it ? Thanks.
Original comment by ricardoq...@gmail.com
on 1 Aug 2011 at 5:57
Unfortunately, my app is rather large, and proprietary code to my company, so I
can't upload a working project. And I don't have time at the moment to make a
new demo project to test with. However, I am for the most part using the
standard cocos2d Mac template. I have plenty of custom classes, but none that
should affect the texture cache / memory.
The really odd thing is that the corrupted textures usually contain garbled
portions of my Mac's screen. For example, I might see a bit of menu bar or a
piece of my desktop image. This leads me to believe that it's a pretty
low-level error that is occurring, possibly in the graphics card's texture
memory (which, naturally, the Mac OS is sharing for it's own rendering)
Original comment by glenn...@gmail.com
on 28 Aug 2011 at 5:30
Here's an example of the problem I see. You can see some bits of the Xcode
status message in the corrupted textures. http://tinypic.com/r/2co23if/7
Original comment by glenn...@gmail.com
on 3 Sep 2011 at 5:11
It seems I'm having the same issue. I'm using cocos2d to render a map editor
that uses NSControls that updates the scene when they are changed. Sometimes it
works correctly and sometimes it crashes in the same way at, raising a
EXC_BAD_ACCESS at:
-(void) drawNumberOfQuads: (NSUInteger) n fromIndex: (NSUInteger) start
{
...
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, (GLvoid*)
(start*6*sizeof(indices_[0])) );
...
}
Original comment by pedro.is...@gmail.com
on 14 Dec 2011 at 3:34
Original issue reported on code.google.com by
joh...@ungerchristensen.dk
on 14 Jul 2011 at 10:12