Le 22/01/2014 14:13, Flamaros a écrit :
On Wednesday, 22 January 2014 at 02:11:02 UTC, TheFlyingFiddle wrote:
On Saturday, 18 January 2014 at 19:40:38 UTC, Xavier Bigand wrote:
I am not sure the issue come really from my code, cause it just works
fine on ATI cards, I do something Nvidia
On Wednesday, 22 January 2014 at 02:11:02 UTC, TheFlyingFiddle
wrote:
On Saturday, 18 January 2014 at 19:40:38 UTC, Xavier Bigand
wrote:
I am not sure the issue come really from my code, cause it
just works fine on ATI cards, I do something Nvidia drivers
dislike.
I tried to replace
On Saturday, 18 January 2014 at 19:40:38 UTC, Xavier Bigand wrote:
I am not sure the issue come really from my code, cause it just
works fine on ATI cards, I do something Nvidia drivers dislike.
I tried to replace GL_LINE_LOOP by triangles, increase buffer
size, put the
Le 13/01/2014 22:47, Benjamin Thaut a écrit :
Am 13.01.2014 21:52, schrieb Xavier Bigand:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,9)
glBindBuffer(GL_ARRAY_BUFFER,10)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0,3,GL_FLOAT,false,12,)
glBindBuffer(GL_ARRAY_BUFFER,11)
Le 12/01/2014 18:01, Benjamin Thaut a écrit :
Am 12.01.2014 17:18, schrieb Xavier Bigand:
Le 12/01/2014 11:16, Benjamin Thaut a écrit :
Am 12.01.2014 00:47, schrieb Xavier Bigand:
I didn't know this menu settings, but activate Access Violation don't
change anything.
It seems that your
Le 13/01/2014 20:42, Xavier Bigand a écrit :
Le 12/01/2014 18:01, Benjamin Thaut a écrit :
Am 12.01.2014 17:18, schrieb Xavier Bigand:
Le 12/01/2014 11:16, Benjamin Thaut a écrit :
Am 12.01.2014 00:47, schrieb Xavier Bigand:
I didn't know this menu settings, but activate Access Violation
Am 13.01.2014 21:52, schrieb Xavier Bigand:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,9)
glBindBuffer(GL_ARRAY_BUFFER,10)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0,3,GL_FLOAT,false,12,)
glBindBuffer(GL_ARRAY_BUFFER,11)
glEnableVertexAttribArray(1)
Am 12.01.2014 00:47, schrieb Xavier Bigand:
I didn't know this menu settings, but activate Access Violation don't
change anything.
It seems that your crash happens inside the OpenGL part of the graphics
driver. It is caused by
DQuick\src\dquick\renderer3D\openGL\mesh.d line 125
I assume
Le 12/01/2014 11:16, Benjamin Thaut a écrit :
Am 12.01.2014 00:47, schrieb Xavier Bigand:
I didn't know this menu settings, but activate Access Violation don't
change anything.
It seems that your crash happens inside the OpenGL part of the graphics
driver. It is caused by
Am 12.01.2014 17:18, schrieb Xavier Bigand:
Le 12/01/2014 11:16, Benjamin Thaut a écrit :
Am 12.01.2014 00:47, schrieb Xavier Bigand:
I didn't know this menu settings, but activate Access Violation don't
change anything.
It seems that your crash happens inside the OpenGL part of the
On Saturday, 11 January 2014 at 16:24:08 UTC, Xavier Bigand wrote:
I get some troubles to solve a memory bug, just cause I don't
have any informations for debuggers and I can't neither use
DrMemory.
Is it possible to get the callstack when calling a method on a
null pointer with specifics
Am 11.01.2014 17:24, schrieb Xavier Bigand:
I get some troubles to solve a memory bug, just cause I don't have any
informations for debuggers and I can't neither use DrMemory.
Is it possible to get the callstack when calling a method on a null
pointer with specifics DMD flags?
Maybe DMD need
On Saturday, 11 January 2014 at 16:24:08 UTC, Xavier Bigand wrote:
I get some troubles to solve a memory bug, just cause I don't
have any informations for debuggers and I can't neither use
DrMemory.
Is it possible to get the callstack when calling a method on a
null pointer with specifics
Le 11/01/2014 18:20, Namespace a écrit :
On Saturday, 11 January 2014 at 16:24:08 UTC, Xavier Bigand wrote:
I get some troubles to solve a memory bug, just cause I don't have any
informations for debuggers and I can't neither use DrMemory.
Is it possible to get the callstack when calling a
Le 11/01/2014 17:24, Xavier Bigand a écrit :
I get some troubles to solve a memory bug, just cause I don't have any
informations for debuggers and I can't neither use DrMemory.
Is it possible to get the callstack when calling a method on a null
pointer with specifics DMD flags?
Maybe DMD need
Le 11/01/2014 18:45, Benjamin Thaut a écrit :
Am 11.01.2014 17:24, schrieb Xavier Bigand:
I get some troubles to solve a memory bug, just cause I don't have any
informations for debuggers and I can't neither use DrMemory.
Is it possible to get the callstack when calling a method on a null
Am 11.01.2014 19:16, schrieb Xavier Bigand:
Le 11/01/2014 18:45, Benjamin Thaut a écrit :
Am 11.01.2014 17:24, schrieb Xavier Bigand:
I get some troubles to solve a memory bug, just cause I don't have any
informations for debuggers and I can't neither use DrMemory.
Is it possible to get the
Le 11/01/2014 19:40, Benjamin Thaut a écrit :
Am 11.01.2014 19:16, schrieb Xavier Bigand:
Le 11/01/2014 18:45, Benjamin Thaut a écrit :
Am 11.01.2014 17:24, schrieb Xavier Bigand:
I get some troubles to solve a memory bug, just cause I don't have any
informations for debuggers and I can't
Am 11.01.2014 20:50, schrieb Xavier Bigand:
Yes I have no stack trace and adding import core.sys.windows.stacktrace
change nothing.
That is very strange. Can you reduce this? Or is this project on github
somewhere? Did you try using a debugger?
Kind Regards
Benjamin Thaut
Le 11/01/2014 22:15, Benjamin Thaut a écrit :
Am 11.01.2014 20:50, schrieb Xavier Bigand:
Yes I have no stack trace and adding import core.sys.windows.stacktrace
change nothing.
That is very strange. Can you reduce this? Or is this project on github
somewhere? Did you try using a debugger?
Am 11.01.2014 22:56, schrieb Xavier Bigand:
Le 11/01/2014 22:15, Benjamin Thaut a écrit :
Am 11.01.2014 20:50, schrieb Xavier Bigand:
Yes I have no stack trace and adding import core.sys.windows.stacktrace
change nothing.
That is very strange. Can you reduce this? Or is this project on
Le 12/01/2014 00:30, Benjamin Thaut a écrit :
Am 11.01.2014 22:56, schrieb Xavier Bigand:
Le 11/01/2014 22:15, Benjamin Thaut a écrit :
Am 11.01.2014 20:50, schrieb Xavier Bigand:
Yes I have no stack trace and adding import core.sys.windows.stacktrace
change nothing.
That is very strange.
Ok, I can reproduce this, and it seems that the crash happens somewhere
in no mans land. That means there is no debugging information present
and the stack frame isn't valid either. So the debugger and druntimes
buildin stacktrace code has no chance. My guess would be that this
happens inside
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