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Re: Rendering OpenGL in timed loop (CoreVideo).
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Re: Rendering OpenGL in timed loop (CoreVideo).


  • Subject: Re: Rendering OpenGL in timed loop (CoreVideo).
  • From: Greg Parker <email@hidden>
  • Date: Fri, 10 Apr 2009 18:22:58 -0700

On Apr 10, 2009, at 6:15 PM, Brian Bruinewoud wrote:
However, if I place any openGL code (even just glGetError) in the "// Add your drawing code here" location, the program crashes (NSLog calls work fine). Note that the openGL code isn't called until after applicationDidFinishLaunching so its not something like partially constructed/initialised objects...

The call stack is:
#0 0x92b581c6 in mach_msg_trap
#1 0x92b5f9bc in mach_msg
#2 0x90c270ae in CFRunLoopRunSpecific
#3 0x90c27cd8 in CFRunLoopRunInMode
#4 0x96e6f2c0 in RunCurrentEventLoopInMode
#5 0x96e6f0d9 in ReceiveNextEventCommon
#6 0x96e6ef4d in BlockUntilNextEventMatchingListInMode
#7 0x91e3dd7d in _DPSNextEvent
#8 0x91e3d630 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:]
#9 0x91e3666b in -[NSApplication run]
#10 0x91e038a4 in NSApplicationMain
#11 0x0000250c in main at main.m:13

That's not a crash, that's the main thread's run loop waiting patiently for something to happen. Look through your other threads for the one that actually crashed. (If you get a crash log, the crashed thread is specially marked.)



-- Greg Parker email@hidden Runtime Wrangler


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 >Rendering OpenGL in timed loop (CoreVideo). (From: Brian Bruinewoud <email@hidden>)

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