You could also try adding a feature to the app which (optionally)
switched on the debug flags on the GLSurfaceView (if you're using
that):

DEBUG_CHECK_GL_ERROR
DEBUG_LOG_GL_CALLS

http://developer.android.com/reference/android/opengl/GLSurfaceView.html#setDebugFlags(int)

This may help you track down what it happening just before the crash
and give you a fighting chance to refactor your code around it.

I had a similar problem which turned out to be a call to
eglSwapBuffers when the GLSurfaceView was not visible (resulting in a
native crash).  I determined this by using these debug flags and
realized I needed to pause the GLThread before I discarded the view.
My error was not in the same .so lib though.


On Sep 22, 10:07 am, Leigh McRae <[email protected]>
wrote:
>   Alright.  Thanks.
>
> On 9/21/2010 2:27 PM, fadden wrote:
>
>
>
>
>
> > On Sep 21, 6:56 am, Leigh McRae<[email protected]>
> > wrote:
> >>    Thank you all for the very detailed responses.  The game is all Java
> >> and the .so isn't mine so I would have to have the source for the driver
> >> I am guessing.  Also I can't get it to crash on my Milestone or the
> >> simulator.  Simulator doesn't even run 1fps so I had to leave it running
> >> for a few hours with no luck getting it to crash.
> > This is a native crash in the native OpenGL ES driver.  It's killing
> > the entire process.
>
> > It's possible that you may be able to work around this by changing the
> > way your code interacts with the driver, but that's going to be a
> > little awkward if you can't repeat the problem locally.
>
> > Native crashes are often Android platform bugs.  Please file a bug on
> > b.android.com with whatever information you have.  It's likely that
> > the libGLES_qcom developer (presumably Qualcomm) will need to develop
> > a fix.
>
> --
> Leigh McRaewww.lonedwarfgames.com

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