Re: Rendering OpenGL in timed loop (CoreVideo).
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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