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From: sdc395 <mes...@de...> - 2008-04-08 14:14:35
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Hello list I appear to be suffering heap corruption caused by creating, applying, deleting and then recreating a Mesa3D context within a Windows application. To demonstrate, I've built the latest version of Mesa3D (7.0.3) using Visual Studio 2005 and used the libraries with a sample application I downloaded from http://www.nullterminator.net/opengl32.html here . I moved the calls to EnableOpenGL() and DisableOpenGL() (see the sample code) to reside within the rendering loop and BANG! I realise this is bad practice but surely it should work regardless. I my real application, I create and destroy contexts alongside CViews of the application's model. This works fine using Windows' own OpenGL implementation but dies as soon as I switch to using Mesa3D. -- View this message in context: http://www.nabble.com/Heap-Corruption--tp16558747p16558747.html Sent from the mesa3d-users mailing list archive at Nabble.com. |
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From: Lindley M F. <lfr...@gm...> - 2008-04-08 19:44:44
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Out of curiosity, are you on a 64-bit machine, and do you have an NVidia card? I've run into a similar crash-on-context destroy, not with Mesa specifically but any time I'm using NVidia's OpenGL drivers on XP64. ----- Original Message ----- From: sdc395 <mes...@de...> Date: Tuesday, April 8, 2008 10:14 am Subject: [Mesa3d-users] Heap Corruption? > > Hello list > > I appear to be suffering heap corruption caused by creating, applying, > deleting and then recreating a Mesa3D context within a Windows > application. > To demonstrate, I've built the latest version of Mesa3D (7.0.3) > using Visual > Studio 2005 and used the libraries with a sample application I > downloadedfrom http://www.nullterminator.net/opengl32.html here . > I moved the calls > to EnableOpenGL() and DisableOpenGL() (see the sample code) to > reside within > the rendering loop and BANG! > > I realise this is bad practice but surely it should work > regardless. I my > real application, I create and destroy contexts alongside CViews > of the > application's model. This works fine using Windows' own OpenGL > implementation but dies as soon as I switch to using Mesa3D. > -- > View this message in context: http://www.nabble.com/Heap- > Corruption--tp16558747p16558747.html > Sent from the mesa3d-users mailing list archive at Nabble.com. > > > ------------------------------------------------------------------- > ------ > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Register now and save $200. Hurry, offer ends at 11:59 p.m., > Monday, April 7! Use priority code J8TLD2. > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/mesa3d-users > |
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From: sdc395 <mes...@de...> - 2008-04-09 08:10:03
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Lindley M French wrote:
>
> Out of curiosity, are you on a 64-bit machine, and do you have an NVidia
> card?
>
> I've run into a similar crash-on-context destroy, not with Mesa
> specifically but any time I'm using NVidia's OpenGL drivers on XP64.
>
Yes to nVidia but no to 64-bit. Here are some details of my system courtesy
of DxDiag...
------------------
System Information
------------------
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack
2 (2600.xpsp_sp2_gdr.070227-2254)
Language: English (Regional Setting: English)
BIOS: Award Modular BIOS v6.00PG
Processor: AMD Athlon(tm) MP, MMX, 3DNow (2 CPUs), ~2.0GHz
Memory: 1024MB RAM
---------------
Display Devices
---------------
Card name: NVIDIA GeForce4 Ti 4200
Manufacturer: NVIDIA
Chip type: GeForce4 Ti 4200
Device Key: Enum\PCI\VEN_10DE&DEV_0253&SUBSYS_80431043&REV_A3
Display Memory: 128.0 MB
Driver Name: nv4_disp.dll
Driver Version: 6.14.0010.9371 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Mini VDD: nv4_mini.sys
Mini VDD Date: 10/22/2006 13:22:00, 3994624 bytes
Device Identifier: {D7B71E3E-4113-11CF-6857-49A002C2CB35}
--
View this message in context: http://www.nabble.com/Heap-Corruption--tp16558747p16581735.html
Sent from the mesa3d-users mailing list archive at Nabble.com.
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From: sdc395 <mes...@de...> - 2008-04-23 13:22:43
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Could someone running Mesa3D on Windows please either confirm or deny the repeatability of this problem? It's only a five minute test. If someone else has it working without problems then I'll assume it's something I've done otherwise it looks like Mesa3D 7.0.3 is essentially useless on Windows. TIA -- View this message in context: http://www.nabble.com/Heap-Corruption--tp16558747p16834600.html Sent from the mesa3d-users mailing list archive at Nabble.com. |
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From: sdc395 <mes...@de...> - 2008-08-29 13:51:42
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sdc395 wrote: > > Hello list > > I appear to be suffering heap corruption caused by creating, applying, > deleting and then recreating a Mesa3D context within a Windows > application. > > To demonstrate, I've built the latest version of Mesa3D (7.0.3) using > Visual Studio 2005 and used the libraries with a sample application I > downloaded from http://www.nullterminator.net/opengl32.html here . I > moved the calls to EnableOpenGL() and DisableOpenGL() (see the sample > code) to reside within the rendering loop and BANG! > > I realise this is bad practice but surely it should work regardless. I my > real application, I create and destroy contexts alongside CViews of the > application's model. This works fine using Windows' own OpenGL > implementation but dies as soon as I switch to using Mesa3D. > Just thought I'd follow this up to let everyone know that things appear unchanged for 7.0.4 and 7.1. I've spent as much time as I dare trying to pin the problem down but, since no one seems to be interested in fixing it (or even trying to reproduce it), we're simply going to have to abandon Mesa3D. It's supposed to be our emergency rendering option but it's more trouble than it's worth. -- View this message in context: http://www.nabble.com/Heap-Corruption--tp16558747p19220385.html Sent from the mesa3d-users mailing list archive at Nabble.com. |
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From: Brian P. <bri...@tu...> - 2008-08-29 15:03:26
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sdc395 wrote: > > sdc395 wrote: >> Hello list >> >> I appear to be suffering heap corruption caused by creating, applying, >> deleting and then recreating a Mesa3D context within a Windows >> application. >> >> To demonstrate, I've built the latest version of Mesa3D (7.0.3) using >> Visual Studio 2005 and used the libraries with a sample application I >> downloaded from http://www.nullterminator.net/opengl32.html here . I >> moved the calls to EnableOpenGL() and DisableOpenGL() (see the sample >> code) to reside within the rendering loop and BANG! >> >> I realise this is bad practice but surely it should work regardless. I my >> real application, I create and destroy contexts alongside CViews of the >> application's model. This works fine using Windows' own OpenGL >> implementation but dies as soon as I switch to using Mesa3D. >> > Just thought I'd follow this up to let everyone know that things appear > unchanged for 7.0.4 and 7.1. I've spent as much time as I dare trying to > pin the problem down but, since no one seems to be interested in fixing it > (or even trying to reproduce it), we're simply going to have to abandon > Mesa3D. It's supposed to be our emergency rendering option but it's more > trouble than it's worth. You might get a better audience on the mesa3d-dev list. Can you provide a stack trace or any other info from the crash? Can you try a memory checker like Purify (or equivalent)? You might be able to get a trial version of Purify. You could also try a few things like disabling the rendering code in the loop to see if that's involved. -Brian |