Use GDB with python is easier than I thought.

I tested two segfaulting code. First the game_skel-1.py, that one always
end by a segfault. It did since the first time I tried Soya on my mac
but back then I just didn't paid attention to it.

(gdb) run game_skel-1.py
Starting program: /usr/bin/python2.4 game_skel-1.py
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 805416992 (LWP 8757)]
(no debugging symbols found)

* Soya * Using 8 bits stencil buffer

* Soya * version 0.12
* Using OpenGL 1.3 Mesa 6.4.2
*   - renderer : Mesa DRI R200 20041207 AGP 4x TCL
*   - vendor   : Tungsten Graphics, Inc.
*   - maximum number of lights        : 8
*   - maximum number of clip planes   : 6
*   - maximum number of texture units : 4
*   - maximum texture size            : 512 pixels


Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 805416992 (LWP 8757)]
0x0fbadd24 in __pyx_f_5_soya_8_Terrain__tri_split
(__pyx_v_self=0x1066e1d0, __pyx_v_tri=0x106e93b0) at _soya.c:55320
55320   static void __pyx_f_5_soya_8_Terrain__tri_split(struct
__pyx_obj_5_soya__Terrain *__pyx_v_self,struct
__pyx_t_5_soya__TerrainTri (*__pyx_v_tri)) {

(gdb) bt
#0  0x0fbadd24 in __pyx_f_5_soya_8_Terrain__tri_split
(__pyx_v_self=0x1066e1d0, __pyx_v_tri=0x106e93b0) at _soya.c:55320
#1  0x0fbadd88 in __pyx_f_5_soya_8_Terrain__tri_split
(__pyx_v_self=0x1066e1d0, __pyx_v_tri=0x106e94b8) at _soya.c:55328
#2  0x0fbadd88 in __pyx_f_5_soya_8_Terrain__tri_split
(__pyx_v_self=0x1066e1d0, __pyx_v_tri=0x106e94b8) at _soya.c:55328

And then it goes again forever. __pyx_f_5_soya_8_Terrain__tri_split is
called infinitely.


Second the game_skel-5.py, that one work fine if camera.back <= 80. but
when I set it to 90. it segfault when a large part of the terrain is
displayed. GDB show me that the problem is the same than for game_skel-1.py.

So look like the bug is an infinite loop in the terrain rendering.

Souvarine.

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