[Linux] Crash and backtrace - M4::OpenGLDevice::DrawIndexedPrimitives

xodboxxodbox Australia Join Date: 2014-06-28 Member: 197034Members
edited June 2014 in Technical Support
System Info
archlinux 64bit
linux 3.15
nvidia driver 337.25
gnome 3.12

Game Info
Build 266

Description
Shoot with assult rifle, game crashes, on default graphics settings.
Turn graphic settings all to low, game does not crash when shooting with assult rifle. But continues to crash during other scenarios (same backtrace).

glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 580/PCIe/SSE2
OpenGL core profile version string: 4.3.0 NVIDIA 337.25
OpenGL core profile shading language version string: 4.30 NVIDIA via Cg compiler
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.4.0 NVIDIA 337.25
OpenGL shading language version string: 4.40 NVIDIA via Cg compiler
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:

Backtrace
#0 0xf15ad113 in ?? () from /usr/lib32/libnvidia-glcore.so.337.25
#1 0xf15ba3bb in ?? () from /usr/lib32/libnvidia-glcore.so.337.25
#2 0xf11444ab in ?? () from /usr/lib32/libnvidia-glcore.so.337.25
#3 0xf71bebc0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe63f1840,
primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=119,
startIndex=0, numPrimitives=144, numInstances=2)
at ../Source/Render/OpenGLDevice.cpp:1084
#4 0xf71ea278 in M4::RenderModelProxy::RenderFaceSet (this=0xb4be2318, faceSetIndex=0,
numInstances=2) at ../Source/Render/RenderModelProxy.cpp:298
#5 0xf71e6f77 in M4::RenderModelArray::RenderFaceSet (this=0x9f8c5770, faceSetIndex=0)
at ../Source/Render/RenderModelArray.cpp:423
#6 0xf7201981 in RenderFaceSet (this=<optimized out>, faceSet=...)
at ../Source/Render/RenderRenderer.cpp:321
#7 M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (this=0xb70d3d78, context=..., viewerParams=..., renderer=...,
faceSets=0xb61b27d8, numFaceSets=5) at ../Source/Render/RenderRenderer.cpp:3422
#8 0xf71fe73f in M4::RenderRenderer::RenderModelArrays (this=0xb70d3d78, context=...,
viewerParams=..., modelArray=0xffed6220, numModelArrays=5, techniqueIndex=1,
reverseCulling=false, shadows=false) at ../Source/Render/RenderRenderer.cpp:2624
#9 0xf71ff9af in M4::RenderRenderer::RenderObjects (this=0xb70d3d78, context=...,
viewerParams=..., objects=..., techniqueIndex=1, objectsMask=4294967039)
at ../Source/Render/RenderRenderer.cpp:2173
#10 0xf71ffd41 in M4::RenderRenderer::RenderObjects (this=0xb70d3d78, scene=0xb754b718,
context=..., objects=0xffed5bc0, camera=..., viewport=..., techniqueIndex=1,
objectsMask=4294967039, zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2996
#11 0xf7200286 in M4::RenderRenderer::Render (this=0xb70d3d78, pipeline=0xad7062d0,
colorTarget=0xe649df88, depthTarget=0xe6490f88, faceIndex=0, sourceTexture=0x0,
sceneSettings=0xb7429e06, setupSettings=0xffee1e58, scene=0xb754b718,
time=666.20965576171875, camera=..., viewport=..., visibleObjects=..., background=0x0)
at ../Source/Render/RenderRenderer.cpp:1316
#12 0xf721485c in M4::RenderScene::InternalRender (this=0xb754b718, settings=...,
colorTarget=0xe649df88, depthTarget=0xe6490f88, faceIndex=0, pipeline=0xad7062d0,
camera=..., prevCamera=0x0, viewport=..., renderMask=4294967295,
cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0,
deltaTime=0.0177612305) at ../Source/Render/RenderScene.cpp:801
#13 0xf7215431 in M4::RenderScene::InternalRender (this=0xb754b718, settings=...,
colorTarget=0xe649df88, depthTarget=0xe6490f88, faceIndex=0, camera=0xb1463e48,
---Type <return> to continue, or q <return> to quit---
_viewport=0x0, background=0x0, deltaTime=0.0177612305)
at ../Source/Render/RenderScene.cpp:743
#14 0xf721580c in M4::RenderScene::RenderMainCamera (this=0xb754b718, settings=...,
colorTarget=0xe649df88, depthTarget=0xe6490f88, faceIndex=0, camera=0xb1463e48,
viewport=0x0, background=0x0, time=666.20965576171875)
at ../Source/Render/RenderScene.cpp:698
#15 0xf721591e in M4::RenderScene::Render (this=0xb754b718, settings=...,
colorTarget=0xe649df88, depthTarget=0xe6490f88, camera=0xb1463e48, background=0x0,
time=666.20965576171875) at ../Source/Render/RenderScene.cpp:481
#16 0x08082344 in M4::ClientWorld::Render (this=0xb7428000, drawer=..., swapChain=0xe6490f58)
at ../Source/Spark_Client/ClientWorld.cpp:2260
#17 0x0806ca6d in M4::ClientGame::Render (this=0xe63f9008, swapChain=0xe6490f58)
at ../Source/Spark_Client/ClientGame.cpp:1648
#18 0x0807808a in M4::ClientGame::Update (this=0xe63f9008, deltaTime=0.015764853999939987)
at ../Source/Spark_Client/ClientGame.cpp:925
#19 0x0806be66 in M4::ClientEngine::Update (this=0xee4b5170, deltaTime=0.015764853999939987)
at ../Source/Spark_Client/ClientEngine.cpp:152
#20 0x080bfc04 in M4::BaseEngine::RunFrame (this=0xee4b5170)
at ../Source/Spark_Server/BaseEngine.cpp:196
#21 0x080bfc30 in M4::BaseEngine::Run (this=0xee4b5170)
at ../Source/Spark_Server/BaseEngine.cpp:160
#22 0x0806a283 in main (argc=<error reading variable: Cannot access memory at address 0x3>,
argv=<error reading variable: Cannot access memory at address 0x7>)
at ../Source/ShooterExe/Main.cpp:82

tail log.txt
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/lua/Hud/Marine/GUIMarineHud.lua'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/lua/Hud/Marine/GUIMarineHud.lua'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/lua/Hud/Marine/GUIMarineHud.lua'
Loading took 142.987888567 seconds
Client connected (127.0.0.1)
Client Authed. Steam ID: 32519863
Client Authed. Steam ID: 0
Shizzazzle connected.
Compiling 'shaders/GUISmoke.surface_shader'
Client : 161.693863 : tutorial begin!
trying to log [BOT] MonsieurEvil into CommandStation
Compiling 'shaders/GUIWavyNoMask.surface_shader'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/core/fonts/MicrogrammaDmedExt_large.fnt'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/core/fonts/MicrogrammaDmedExt_large.fnt'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/models/marine/female/Female_view_v1.dds'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/models/marine/female/Female_view_v1.dds'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/models/marine/female/Female_view_v1_normal.dds'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/models/marine/female/Female_view_v1_normal.dds'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/models/marine/female/Female_view_v1_spec.dds'
WARNING: Corrected case of '/home/scottc/Steam/SteamApps/common/Natural Selection 2/ns2/models/marine/female/Female_view_v1_spec.dds'

system_options.xml (Default), crashes on firing assult rifle.
<options>
<system>
<runs>1</runs>
<build>266</build>
</system>
<graphics>
<display>
<x-resolution>1280</x-resolution>
<shadows>true</shadows>
<bloom>true</bloom>
<y-resolution>800</y-resolution>
<display-buffering>0</display-buffering>
<anisotropic-filtering>true</anisotropic-filtering>
<anti-aliasing>true</anti-aliasing>
<quality>1</quality>
<window-mode>fullscreen-windowed</window-mode>
<atmospherics>true</atmospherics>
</display>
<texture-streaming>true</texture-streaming>
<device>OpenGL</device>
</graphics>
</options>

Seems to be the same issue:
http://forums.unknownworlds.com/discussion/comment/2185497#Comment_2185497
http://forums.unknownworlds.com/discussion/comment/2166516#Comment_2166516
http://forums.unknownworlds.com/discussion/comment/2154940#Comment_2154940

Comments

  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Yes this is a well known and documented issue, but thank you for the backtrace and info!
    I unfortunately do not have an ETA for you on when this will be fixed, but rest assured everyone on the team is aware of it and understands the importance of it
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